DoctaSax Posted April 2, 2014 Author Posted April 2, 2014 The more I think about it, perhaps it's better we just ignore the fertility of the female and just let the wrigglers in dependant only on physical protection, if there's no ova then they will just fade away anyway. But I have set pregnancy up so ova could be added whether the player was fertile or not and will probably add other species of ova too eventually. Yeah... I'm not against that per se, but it does mean sperm tracking would be running a lot of times when only semen tracking's really needed. Besides, the permeability of the cervix mouth is kind of a big step in the overall process of killing sperm from let's say a couple hundred million at spurt creation down to a the few viable ones that are left a couple of days later. Whichever ones don't make it into the cervix after 30 player minutes in the vagina are killed outright, and the diaphragm's protection level is applied at that stage. I think in NV it's basically Deathclaws, Bighorners, SuperMutants, Mirelurks & Cazadores that would destroy normal protection. Maybe just use your big list adding Cazador's as they are big even if their body doesn't compare to the others. I don't think BloatFly's are in the same category though. Condoms are one use only Spellefects so no way to bother reducing them, it came down to only Diaphrams and the APFI suit for degradation of protection, we could always go with "they are pierced, they are now useless"? I can always do a separate array, no problems there. And as soon as the detected species is in the list I can make it bypass some checks and add some element to the spurt array to mark it as a special case, really. Pierced should be mostly useless, yeah. The only caveat here is that I assume APFI protection at whichever level is instantaneous, ie however much it stops, is gone immediately and wouldn't seep back into vagina or rectum if it is pierced later on. And a female condom that already contains semen, also has that volume removed the second the nx var's at 0. One thing I by chance noticed was Ghouls missing, do you treat them as Feral or Human? Feral ghouls are treated as feral ghouls (a creature species), sentient ghouls as another human race. Ferals have 2 ml as their base species value, compared to humans' 4 ml, and sentient ghouls are treated like regular humans that way. Sentient ghouls do get a serious cut in sperm count, down to 5% of a regular human adult, while ferals are at 1%.
Halstrom Posted April 2, 2014 Posted April 2, 2014 Yeah... I'm not against that per se, but it does mean sperm tracking would be running a lot of times when only semen tracking's really needed. Besides, the permeability of the cervix mouth is kind of a big step in the overall process of killing sperm from let's say a couple hundred million at spurt creation down to a the few viable ones that are left a couple of days later. Whichever ones don't make it into the cervix after 30 player minutes in the vagina are killed outright, and the diaphragm's protection level is applied at that stage. Feral ghouls are treated as feral ghouls (a creature species), sentient ghouls as another human race. Ferals have 2 ml as their base species value, compared to humans' 4 ml, and sentient ghouls are treated like regular humans that way. Sentient ghouls do get a serious cut in sperm count, down to 5% of a regular human adult, while ferals are at 1%. Is it simpler to just track semen going in there instead of sperm and I can workout a sperm count from the quantity of semen based on Pregnancies MCM sliders. Or maybe I give you an NX Ova count instead of using the Fertility Level and you base the Sperm tracking on that if it's > 0. We then just have to make sure the Egg & Larve implanting creatures always spurt some Sperm into the womb area and I can translate that to the Larve or Eggs. Cool with the ghouls, just wanted to be sure you hadn't missed them
DoctaSax Posted April 2, 2014 Author Posted April 2, 2014 Is it simpler to just track semen going in there instead of sperm and I can workout a sperm count from the quantity of semen based on Pregnancies MCM sliders. Or maybe I give you an NX Ova count instead of using the Fertility Level and you base the Sperm tracking on that if it's > 0. We then just have to make sure the Egg & Larve implanting creatures always spurt some Sperm into the womb area and I can translate that to the Larve or Eggs. I think the second is the better option for me - I've got all the separate sperm tracking already anyway and it seems to work as I wanted it to, give or take some tinkering with the numbers, so on the whole I'd rather get ahead with the interconnected orgasmic stuff, and partly restructure my spurt creation and init cycle while I'm at it. I think egg/larva/spore depositing creatures don't need ova to be present at all really. So I'm thinking of maybe just adding an extra check to the last if-structure in SpunkFuSpurtEvalVag & the catchup equivalent that treats such species differently, neglecting fertility, like a railroad switch sticking them on an alternate track. And do the same for some of the info retrieval stuff. Can you give me the breakdown here again of which creatures these are & what number of their relevant egg/larva/spores you'd be expecting from them? I suppose spores can be like sperm in number, but the rest is probably different.
Halstrom Posted April 2, 2014 Posted April 2, 2014 Is it simpler to just track semen going in there instead of sperm and I can workout a sperm count from the quantity of semen based on Pregnancies MCM sliders. Or maybe I give you an NX Ova count instead of using the Fertility Level and you base the Sperm tracking on that if it's > 0. We then just have to make sure the Egg & Larve implanting creatures always spurt some Sperm into the womb area and I can translate that to the Larve or Eggs. I think the second is the better option for me - I've got all the separate sperm tracking already anyway and it seems to work as I wanted it to, give or take some tinkering with the numbers, so on the whole I'd rather get ahead with the interconnected orgasmic stuff, and partly restructure my spurt creation and init cycle while I'm at it. I think egg/larva/spore depositing creatures don't need ova to be present at all really. So I'm thinking of maybe just adding an extra check to the last if-structure in SpunkFuSpurtEvalVag & the catchup equivalent that treats such species differently, neglecting fertility, like a railroad switch sticking them on an alternate track. And do the same for some of the info retrieval stuff. Can you give me the breakdown here again of which creatures these are & what number of their relevant egg/larva/spores you'd be expecting from them? I suppose spores can be like sperm in number, but the rest is probably different. Cool, I've added into the next beta: rZActor.NX_SetEVFl "SOP:iCurrNumOva" = Number of Ova inside the actors womb Ok yeah I'll just convert the Sperm to eggs or Larve, because in theory we want this to be usable if someone else does their own Preg system too. Egg layers I've got RadRoach, Mantis, Scorpion, Ant, SporePlant Larve layers are Bloatfly, Cazador I also have 2 sizes of Eyebot and Handybot OffSpring which are implanted inside egg casings, baseball & basketball size, though with robots this is still undecided on which robots produce what OffSpring, so if you can do the same for robot sperm I will randomise/decide from that. This is where it may become necessary for my Pregnancy or any other Pregnancy plugin to set Semen/Sperm quantity/quality. As I said no panic, I want to get my current beta to Stable before releasing a Spunk enabled beta, I am just putting in some debugging read out checks to check the quantities look good, it's not that much of a change over after that, I only have to replace the current Semen token counts with SpunkSperm
DoctaSax Posted April 3, 2014 Author Posted April 3, 2014 Or maybe I give you an NX Ova count instead of using the Fertility Level and you base the Sperm tracking on that if it's > 0. We then just have to make sure the Egg & Larve implanting creatures always spurt some Sperm into the womb area and I can translate that to the Larve or Eggs. I think the second is the better option for me - I've got all the separate sperm tracking already anyway and it seems to work as I wanted it to, give or take some tinkering with the numbers, so on the whole I'd rather get ahead with the interconnected orgasmic stuff, and partly restructure my spurt creation and init cycle while I'm at it Cool, I've added into the next beta: rZActor.NX_SetEVFl "SOP:iCurrNumOva" = Number of Ova inside the actors womb Ok yeah I'll just convert the Sperm to eggs or Larve, because in theory we want this to be usable if someone else does their own Preg system too. I was thinking, under the current system sperm that isn't killed along the way can survive up to 3.5 days before they're killed by default. And the gradual passing through of the survivors at each stage is kinda geared towards not having too many of them up there right from the start, to mimic the travel time. So I don't know if basing that on the presence of ova may not cut the timing of it all a little short. The idea with the treshold for permeability being fertility value 80 was I could have 2-3 day old sperm still fertilize a brand new ovum that only came available an hour ago, because I assume they do at value 100. For eggs & larva & spores, all that's really needed is a host body I think, so those are the ones I'd stick in an alternate location, probably "Womb" as opposed to "Uterus" for the regular system, with different processing, but keep the lookup functionality the same as with the other sperm stuff ("SOP:Vol:" + species, the whose function). I also have 2 sizes of Eyebot and Handybot OffSpring which are implanted inside egg casings, baseball & basketball size, though with robots this is still undecided on which robots produce what OffSpring, so if you can do the same for robot sperm I will randomise/decide from that. This is where it may become necessary for my Pregnancy or any other Pregnancy plugin to set Semen/Sperm quantity/quality. Hm... robots are assumed to be infertile although I do give them some form of semen (more of an oil spurt). Maybe it'd be a thought that there'd be nanobots inside those casings, constructing a new bot inside you? Fallout tech isn't exactly miniaturized, I know, but how else can it make sense?
Halstrom Posted April 3, 2014 Posted April 3, 2014 I was thinking, under the current system sperm that isn't killed along the way can survive up to 3.5 days before they're killed by default. And the gradual passing through of the survivors at each stage is kinda geared towards not having too many of them up there right from the start, to mimic the travel time. So I don't know if basing that on the presence of ova may not cut the timing of it all a little short. The idea with the treshold for permeability being fertility value 80 was I could have 2-3 day old sperm still fertilize a brand new ovum that only came available an hour ago, because I assume they do at value 100. For eggs & larva & spores, all that's really needed is a host body I think, so those are the ones I'd stick in an alternate location, probably "Womb" as opposed to "Uterus" for the regular system, with different processing, but keep the lookup functionality the same as with the other sperm stuff ("SOP:Vol:" + species, the whose function). Hm... robots are assumed to be infertile although I do give them some form of semen (more of an oil spurt). Maybe it'd be a thought that there'd be nanobots inside those casings, constructing a new bot inside you? Fallout tech isn't exactly miniaturized, I know, but how else can it make sense? Sounds cool on the first 2 and my thoughts were to give Robots the option of none, random or specific payloads somehow, The current robot pregnancies do not physically grow in size they start at a large size then are "released" after a couple of weeks, I think I just wanted some perverted way of creating mini-eyebots
probablyapker Posted April 6, 2014 Posted April 6, 2014 Hey, I am having a small texture issue I am not sure if it has or hasn't been mentioned, but, I am noticing a bug where the semen fades in and out over my character at random intervals without engaging in any sexual activity. I am not sure what is causing this because I can't seem to reproduce this issue on my other characters, maybe it's an issue because I changed my character using Showracemenu?
DoctaSax Posted April 6, 2014 Author Posted April 6, 2014 The only other time than sex end that spunk should appear is when there's a switch back and forth to and from menumode during the 40ish seconds after that. If that's not the case, I'd like to see a log.
Barlkey Posted April 8, 2014 Posted April 8, 2014 Hey Docta, great mod, been playing around with it for some time now. Quick question, is there a way to turn lust tracking on for creatures? Would that break something? I'm thinking more along the lines of Rex/Rocket but this could apply to different scenarios.
Sleepy_Soul Posted April 8, 2014 Posted April 8, 2014 Chiming in to say a great and messy mod! So now my PC not only has to take a rad increase hit when keeping her H2O up, but also when she has to clean her clothes out. Super Mutant and Ghoul sperm probably hits the 'glows-in-the-dark' levels on the ol' Geiger Counter. In my last TTW playthrough, I typically had faction problems after having so much diversified sex that required a bit of console magic to regularly fix, but using the disabling function of faction's Spunk this go around seems to have solved that problem for me. I do have a question in regards to spunk / cum(?) 'bloating'; not sure if it's controlled via Spunk or SCR. Every once in a while after sex, my character's belly goes up a size for a few minutes, then goes back down. Is this a feature of Spunk, or perhaps something leftover from SCR soon to be phased out (like faction smelling)?
DoctaSax Posted April 8, 2014 Author Posted April 8, 2014 Hey Docta, great mod, been playing around with it for some time now. Quick question, is there a way to turn lust tracking on for creatures? Would that break something? I'm thinking more along the lines of Rex/Rocket but this could apply to different scenarios. I could turn that on, but atm it wouldn't have much effect. But if other mods would like lust tracking for a specific creature, I can accommodate. Chiming in to say a great and messy mod! So now my PC not only has to take a rad increase hit when keeping her H2O up, but also when she has to clean her clothes out. Super Mutant and Ghoul sperm probably hits the 'glows-in-the-dark' levels on the ol' Geiger Counter. Messy O.jpg In my last TTW playthrough, I typically had faction problems after having so much diversified sex that required a bit of console magic to regularly fix, but using the disabling function of faction's Spunk this go around seems to have solved that problem for me. I do have a question in regards to spunk / cum(?) 'bloating'; not sure if it's controlled via Spunk or SCR. Every once in a while after sex, my character's belly goes up a size for a few minutes, then goes back down. Is this a feature of Spunk, or perhaps something leftover from SCR soon to be phased out (like faction smelling)? I don't think I do anything with rads, so that's probably still Hal's. Maybe I should take that over, I dunno, sounds simple enough and part of the territory. But my priorities are with revamping some of the existing systems as I tinker away at the orgasm stuff, and facilitating non-mammalian interspecies pregnancy (I've found a nice math formula that could help, but it might take some more restructuring in the sperm tracking department). Bloating is still Hal's too and will remain so, though he'll probably adapt the numbers to mine.
Odessa Posted April 12, 2014 Posted April 12, 2014 I have been getting stuttering every ~10 seconds (whatever it is exactly, its a pattern). It hasn't always happened in this game, but it has done a lot. If I quit the game and reload the save, the stuttering always continues, but its about ~20 seconds until the first, then every ~10 again. When I disabled Spunk (only) in FOMM, it stopped. I was previously using 0.56 and had the issue, just now I upgraded to the temp 0.57 and the issue persists. I started FNV, loaded the save with the problem and immediately toggled debug and log in the MCM, ran around for about a minute, then quit game. Attached is the log 'SpunkLog1', and my load order. Can we keep the contents of the log between us? I'm not a hussie I had just been trying to get a tryouts challenge perk. EDIT: Not sure if its helpful, but I loaded the game again and entered "set gamedayspassed to gamedayspassed + 100" into the console in case it was cum life related. This did not stop the stuttering, but SpunkLog3 contains the print from that.
panthercom Posted April 12, 2014 Posted April 12, 2014 I get the same stuttering Odessa is reporting; it's about a 5 second interval. It's only cleared by uninstalling Spunk and clean saving before reinstalling Spunk. It always returns. It's been there for .55 and .56; probably there from the earliest version, but it took me while to figure out what was causing it. The more sex you have, the sooner it shows up. The stuttering is always present from that point, and any activity within the game is impacted, not just sex.
DoctaSax Posted April 12, 2014 Author Posted April 12, 2014 Can we keep the contents of the log between us? I'm not a hussie I had just been trying to get a tryouts challenge perk. EDIT: Not sure if its helpful, but I loaded the game again and entered "set gamedayspassed to gamedayspassed + 100" into the console in case it was cum life related. This did not stop the stuttering, but SpunkLog3 contains the print from that. Uh-huh, sure. The logs don't lie: there's just too much spunk on you, too many different internal spurts trickling down, needing some calculation, in the same frame. I should probably do something about that. In the mean time, if you raise the value of negligible volume in the MCM menu to 0.5 or so for a couple of minutes that should clear it up. Semen in internal locations doesn't time out, only sperm does. Semen only constantly trickles/is aborbed until it hits negligible volume.
panthercom Posted April 12, 2014 Posted April 12, 2014 I always keep pullouts set to 100%, so would their any semen in internal locations? I'll be honest; I'm just using it for the visuals, so what would be some good baseline settings for the best stability if you never use pregnancy, lust, STD's etc. Just having wetshots without all the background activity going on could be useful from a system performance standpoint; I notice more random stuttering with Spunk enabled even with a fresh install, and my hardware is way overkill for New Vegas.
DoctaSax Posted April 12, 2014 Author Posted April 12, 2014 Pullouts do leave some spunk on the inside, because pulling out isn't the best way of contraception. Pullouts just make sure that most of the spunk lands on the outside. Having shaders without semen tracking should be able to be done by toggling semen tracking off, and setting shader options to "always". I may rename that, and add an additional chance factor. Something similar's available for smell tracking. Atm, it seems the semen (and possibly) sperm tracking can sometimes try to do too much at the same time per actor - mea culpa. Stuff got added to the different scripts over time to take into account a variety of things and exceptions, but the one thing I neglected a bit was the combination of having many spurts on an actor with my per-spurt volume evaluation loops, and now I need to split a few things up. It's an educational experience. to-do list until summer: - stagger the per-actor semen spurt tracking, perhaps re-imagine the volume settings (if you go back to my earliest posts, I did say those might need changing depending on how things played out for people in their games)- introduce new formulas for sperm tracking that should provide more flexibility for the more esoteric pregnancies. The math I have in mind for that might help out with the semen stuff too.- fix whatever fuck-ups the first 2 items introduce- split up the on-orgasm sequence of scripts (almost done), make sure it can be applied whether arousal tracking is on or not, figure out if/how to set off multiple orgasms given either fixed or non-fixed act timing and the roles of the actors involved, add orgasm buffs based on orgasm strength (detection of which is kinda done), test the practicality of mood and other ai-related buff spells, maybe add disposition enhancements etc, provide alternate buffs if that doesn't work out or some people just don't like it, hand out per-role xp based on orgasm strength and the relative roles of the people involved (ie if you're sucking while being fucked your orgasm shouldn't take into account the xp of the actor you're sucking, just the one that's fucking you), add the on-orgasm upsuck effect, and all of that while keeping in mind what-if plans to get a mini-game in there which'll need instant arousal manipulation and per-actor arousal notification that isn't immersion-breaking- worry about the numbers, hurl the word 'log' at people, mutter how they all really care about are the damned shaders - account for new anims and their sex types/roles, probably split up role determination in smaller UDF chunks at some point- figure out some perks and account for them across the system- have douches be applied to all of the location instead of only one spurt at a time Of course, that's just spunk.
Odessa Posted April 13, 2014 Posted April 13, 2014 The mod is some very impressive coding, it is exciting to know my character is carrying around so much information as mementos of her previous exploits, rather than sex just being done and forgotten. I will definitely be reading some of your NX in Soliciting. Looking at the your modders information, I can read the faction of each spurt on a character, but I can not read the actual actor's name, although I notice it is stored from the logs, is that correct? If I could I can think of some ideas to use it, but that isn't a request to add it in- I have more features I'd like to add to my mods than I'll ever have time for anyway.
DoctaSax Posted April 13, 2014 Author Posted April 13, 2014 Eh, some of the smell faction-related intel is probably no longer up to date. It was originally a purely nx-based system, with numbered, dynamicallly created keys. A relic of the time before I embraced arrays. I don't think I have a handy readout that returns the smell factions on an actor atm. Also, because they're all new factions I add to/remove from that may not be handy intel for you to have anyway, perhaps just the species string?
Odessa Posted April 13, 2014 Posted April 13, 2014 The species string is fine, thats what I was thinking with factions, and I'll read the volume by location.
ecobotstar Posted April 20, 2014 Posted April 20, 2014 Got problem with cum shader no longer appear, It was fine the first time playing the mod but now all Cum related Visual is gone. Don't know why excactly, please help.NVM: Fix it when toying with load order a bit.
JerseyWalrus Posted April 22, 2014 Posted April 22, 2014 Uh-huh, sure. The logs dont lie: there's just too much spunk on you. There was so much spunk that when it crusted up and dried, it caused his character to lag
Halstrom Posted April 22, 2014 Posted April 22, 2014 Uh-huh, sure. The logs dont lie: there's just too much spunk on you.There was so much spunk that when it crusted up and dried, it caused his character to lag Hmm, yeah there's an idea for a creature than spurts "gluey" spunk all over you
NicoleDragoness Posted April 23, 2014 Posted April 23, 2014 A couple of questions from a "real" noob. (I apologize for that). 1. With Spunk installed, need I to have Sexout Lust too or not? 2. Checking several times the notification lines in the console, I noticed that my char (the player) no longer reaches orgasm. Why? Actually I have both Spunk and Lust (6.64 scr version) installed, plus the oHud plugin for Lust. I noticed also several errors logged in the console about some "unable to call function ... blah, blah ..." about spunk's scripts. Last thing, Spunk is at the bottom of my load order, with Lust above it. Is that correct?
Halstrom Posted April 23, 2014 Posted April 23, 2014 Might be best to turnoff Lust if using Spunk, I think there's an MCM toggle to turn on/off Spunks Lust features if you have Lust, but you can still use the Lust HUD as Spunk uses the same variable
NicoleDragoness Posted April 23, 2014 Posted April 23, 2014 Thanks. About orgasm and error, I'll try to screenshot something soon.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now