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Posted

i'm having a hard time cursing npc's. when using the curse spell, the only option that shows is carrier. i've already gone through some curses, and if i read things right, at least those options should show. i'm not entirely sure how the fateweaver bow is supposed to work. i tried using the administer potions mod to have my companions consume concoctions, but pressing g says they aren't cursed or lactating.

Posted (edited)

I seem to be running into an issue where my vaginal tagged sex scenes aren't being treated as such when the man orgasms in the eyes of this mod.

The animation is vaginal. I'm using matchmaker with the tags vaginal and creampie forced, but EM doesn't seem to recognize it as such.

 

Female player character.

 

Edit: It also doesn't recognize any orgasms when SexLab's scene control is in Scene or Legacy mode.

 

[06/16/2026 - 02:56:56PM] [SexLab] Thread[0] ApplyCumFX(): Source [Graloth The Drunk] Target [Julia] CumFX_Types [O: False, V: TRUE, A: False]
...
[06/16/2026 - 02:56:57PM] Egg Mania: Sexlab partner orgasm
[06/16/2026 - 02:56:57PM] Egg Mania: SL says partner sex is 0
[06/16/2026 - 02:56:57PM] Egg Mania: partnerHasSchlong set to TRUE
[06/16/2026 - 02:56:57PM] Egg Mania: IsVaginal based on interaction type check is False
[06/16/2026 - 02:56:57PM] Egg Mania: Player partner orgasm event.
[06/16/2026 - 02:56:57PM] Egg Mania: checking for whether to roll pregnancy: isvaginal is False and partnerhasschlong is TRUE and player isfemale is TRUE and maleEnabled is False

 

Edited by Galactase
Posted (edited)
2 hours ago, Galactase said:

I seem to be running into an issue where my vaginal tagged sex scenes aren't being treated as such when the man orgasms in the eyes of this mod.

The animation is vaginal. I'm using matchmaker with the tags vaginal and creampie forced, but EM doesn't seem to recognize it as such.

 

Female player character.

 

Edit: It also doesn't recognize any orgasms when SexLab's scene control is in Scene or Legacy mode.

 

[06/16/2026 - 02:56:56PM] [SexLab] Thread[0] ApplyCumFX(): Source [Graloth The Drunk] Target [Julia] CumFX_Types [O: False, V: TRUE, A: False]
...
[06/16/2026 - 02:56:57PM] Egg Mania: Sexlab partner orgasm
[06/16/2026 - 02:56:57PM] Egg Mania: SL says partner sex is 0
[06/16/2026 - 02:56:57PM] Egg Mania: partnerHasSchlong set to TRUE
[06/16/2026 - 02:56:57PM] Egg Mania: IsVaginal based on interaction type check is False
[06/16/2026 - 02:56:57PM] Egg Mania: Player partner orgasm event.
[06/16/2026 - 02:56:57PM] Egg Mania: checking for whether to roll pregnancy: isvaginal is False and partnerhasschlong is TRUE and player isfemale is TRUE and maleEnabled is False

 

 

Yeah, when I fixed this for the partner orgasm event, I didn't make the same change to the player orgasm event.  This will be a pretty easy fix.  I'll do a patch soon.

 

Someone shared with me a theory about the reports of MCM issues.  The theory is that maybe this is not a result of some mod I have that others don't have , but more likely the other way around.  Something like MCM Helper or other mods that might affect the MCM in some way.  The maximum number of states managed by Papyrus is 128, and the Egg Mania MCM script uses 125.  Certain mods that affect the MCM use a few themselves, meaning when the MCM is open, it could go over the limit.  Anyway, this is just a theory but it does make some sense.  The MCM grew in version 3.0, right about the time a couple of people reported issues with it.  I can look at paring down the options or moving some settings to a separate menu, like I did with all the egg settings.  

 

Edit: The same person who shared the above said they got around the issue by starting a new game first with the mod not enabled, letting the MCM completely initialize, saving, and then enabling Egg Mania.  I don't know enough about the inner working of SkyUI to know why that worked, but it does seem likely to have to do with being so close to the state limit.

Edited by chrystelle
Posted (edited)
2 hours ago, Galactase said:

I seem to be running into an issue where my vaginal tagged sex scenes aren't being treated as such when the man orgasms in the eyes of this mod.

The animation is vaginal. I'm using matchmaker with the tags vaginal and creampie forced, but EM doesn't seem to recognize it as such.

 

Female player character.

 

Edit: It also doesn't recognize any orgasms when SexLab's scene control is in Scene or Legacy mode.

 

[06/16/2026 - 02:56:56PM] [SexLab] Thread[0] ApplyCumFX(): Source [Graloth The Drunk] Target [Julia] CumFX_Types [O: False, V: TRUE, A: False]
...
[06/16/2026 - 02:56:57PM] Egg Mania: Sexlab partner orgasm
[06/16/2026 - 02:56:57PM] Egg Mania: SL says partner sex is 0
[06/16/2026 - 02:56:57PM] Egg Mania: partnerHasSchlong set to TRUE
[06/16/2026 - 02:56:57PM] Egg Mania: IsVaginal based on interaction type check is False
[06/16/2026 - 02:56:57PM] Egg Mania: Player partner orgasm event.
[06/16/2026 - 02:56:57PM] Egg Mania: checking for whether to roll pregnancy: isvaginal is False and partnerhasschlong is TRUE and player isfemale is TRUE and maleEnabled is False

 

 

On second look, the highlighted part I don't fully understand.  Is this using SexLab P+, but with a certain option enabled?  If so, I'm not sure how best to account for that.  One way could be to just assume the interaction is eligible without doing the check on the interaction type.  That could potentially ruin immersion, but probably better than the alternative?  

Edited by chrystelle
Posted
18 minutes ago, chrystelle said:

 

Yeah, when I fixed this for the partner orgasm event, I didn't make the same change to the player orgasm event.  This will be a pretty easy fix.  I'll do a patch soon.

 

Someone shared with me a theory about the reports of MCM issues.  The theory is that maybe this is not a result of some mod I have that others don't have , but more likely the other way around.  Something like MCM Helper or other mods that might affect the MCM in some way.  The maximum number of states managed by Papyrus is 128, and the Egg Mania MCM script uses 125.  Certain mods that affect the MCM use a few themselves, meaning when the MCM is open, it could go over the limit.  Anyway, this is just a theory but it does make some sense.  The MCM grew in version 3.0, right about the time a couple of people reported issues with it.  I can look at paring down the options or moving some settings a separate menu, like I did with all the egg settings.

Much appreciated, can't wait! Swapped to P+ just to use this mod!

 

Your theory seems to track. I find the biggest issues happening when I interact with the MCM while trying to get the mod to do something. That's usually when I find my errors in the papyrus log. I had both the MCM not appearing issue *and* the XP32 None type errors that accompanied the player ref not being registered correctly.

 

Cleaning the save helped, as did yet another new game (already made one when I swapped to P+ but I guess it wasn't new enough smh)

 

Also not using Pandora helped too. Good ol FNIS.

Posted (edited)
18 minutes ago, chrystelle said:

 

On second look, the highlighted part I don't fully understand.  Is this using SexLab P+, but with a certain option enabled?  If so, I'm not sure how best to account for that.  One way could be to just assume the interaction is eligible without doing the check on the interaction type.  That could potentially ruin immersion, but probably better than the alternative?  

Sexlab P+ has three scene control modes. The default mode is for separate orgasms. This is what you're tracking with this code. Actors are tracked separately and have separate orgasms

 

The other two modes are entirely reliant on the scene being played. No funny business. When the scene is ending, both actors orgasm, and that's it. It probably uses a different orgasm tracking system.

 

You could look for the vaginal tag on the animation and then make sure the penetrated partner of the animation is eligible for impregnation. All Sexlab animations should be tagged. Either that or, like you said, just an MCM toggle to make all sex risky.

Edited by Galactase
Posted

i have i little more info on my problem. i learned companions will auto-drink the concoctions if you trade with them, but i get a message that they were unaffected. my character's been cursed with everything i've run into and that works fine, but NPC's seem immune to everything. i'm using SL, but not p+ due to other mod incompatibilities.

Posted

Update seems to be working for me! Finally can make proper broodmothers thanks to your unique MCM limits allowing for it. Thanks for all the hard work!

Posted (edited)
9 hours ago, jesterbrown said:

i have i little more info on my problem. i learned companions will auto-drink the concoctions if you trade with them, but i get a message that they were unaffected. my character's been cursed with everything i've run into and that works fine, but NPC's seem immune to everything. i'm using SL, but not p+ due to other mod incompatibilities.

 

This mod doesn't affect child npcs, even if they use a modified race. 

Edited by chrystelle
Posted (edited)
8 hours ago, chrystelle said:

 

This mod doesn't affect child npcs, even if they use a modified race. 

That goes without saying on LL. i've only been testing with adult npc's, modded and vanilla, and they're all unaffected by everything.

Edited by jesterbrown
Posted (edited)
15 minutes ago, jesterbrown said:

That goes without saying, but It's happening with ANY npc, modded or vanilla.

 

If the specific message is x "is not affected." then the mod is detecting your npcs as children.

 

If you're using a very old version, other eligibility checks could trigger the same notification (like male actor and male not enabled, or the actor is a creature or does not have the ActorTypeNPC keyword...), but in recent versions the only check that displays that particular message is the check for whether the actor is of a child race.  If you're using an old version, look into the log to see what is disqualifying them.

 

If you have a mod that significantly alters all npcs by making them have non-playable races or removing the ActorTypeNPC keyword, it could flag the npc as non-eligible.  Unfortunately, I don't want to loosen this check, so that would be a hard conflict.

Edited by chrystelle
Posted

it took me a while to figure out how to enable logging with MO, but i found this line in the log. 

 

Spoiler

[06/18/2026 - 05:58:59PM] Egg Mania: Detected new curse request:  (aspect: Unknown)
[06/18/2026 - 05:58:59PM] Egg Mania: Actor Camilla Valerius will be added to tracker in first available slot 1
[06/18/2026 - 05:58:59PM] Egg Mania: Initializing pregnancy for Camilla Valerius in slot 1
[06/18/2026 - 05:58:59PM] Egg Mania: EggForm is None
[06/18/2026 - 05:58:59PM] Egg Mania: Calculated capacity is 100.000000
[06/18/2026 - 05:58:59PM] Egg Mania: Set capacity to 100.000000
[06/18/2026 - 05:58:59PM] Error: Cannot call GetName() on a None object, aborting function call

i also updated to the newest version and got the same error

Posted
3 minutes ago, jesterbrown said:

it took me a while to figure out how to enable logging with MO, but i found this line in the log. 

 

  Hide contents

[06/18/2026 - 05:58:59PM] Egg Mania: Detected new curse request:  (aspect: Unknown)
[06/18/2026 - 05:58:59PM] Egg Mania: Actor Camilla Valerius will be added to tracker in first available slot 1
[06/18/2026 - 05:58:59PM] Egg Mania: Initializing pregnancy for Camilla Valerius in slot 1
[06/18/2026 - 05:58:59PM] Egg Mania: EggForm is None
[06/18/2026 - 05:58:59PM] Egg Mania: Calculated capacity is 100.000000
[06/18/2026 - 05:58:59PM] Egg Mania: Set capacity to 100.000000
[06/18/2026 - 05:58:59PM] Error: Cannot call GetName() on a None object, aborting function call

i also updated to the newest version and got the same error

 

Can you post the next few lines right below that?  That's the trace info.  I'll try with that particular npc and see if i get the same result.

Posted (edited)

I see what you mean about the carrier and the curse spells being swapped so that the wrong ones show on the spell list.  Not sure when that bug slipped in, but that will be an easy fix.   EDIT: After looking into it, this bug is from the MCM debug option to add all curse spells for testing.  The function adds the wrong spells (the carrier spells).  This would have happened when the menu was change to be just one option to add all spells rather than the old individual toggles.  It shouldn't affect concoctions or curses learned in regular gameplay.

 

But still when I cursed Camilla, it didn't give me the "is not affected" notification.  I think that is a separate matter.

Edited by chrystelle
Posted
3 minutes ago, chrystelle said:

I see what you mean about the carrier and the curse spells being swapped so that the wrong ones show on the spell list.  Not sure when that bug slipped in, but that will be an easy fix.

 

But still when I cursed Camilla, it didn't give me the "is not affected" notification.  I think that is a separate matter.

could it be caused by just having a child race installed, but not involved? i can give the whole log file if you want

Posted
40 minutes ago, jesterbrown said:

could it be caused by just having a child race installed, but not involved? i can give the whole log file if you want

 

Yeah, it would be helpful.  If you would rather message it to me instead of posting the whole thing, that would be fine.  When tracing it all through and fixing the learnAllCurses function, I found a couple of other things and made fixes that I'll post in a bit.  All stemming from the big refactoring to enable npc pregnancies and add sexlab support.  But I still haven't found anything that would logically cause the "is not affected" bug.

Posted (edited)

I didn't have a chance to review it yet, will in a sec, but I do have a test version for you if you're willing to try it out.   I didn't want to accidentally forget any edited scripts, so I just zipped up all of them.  Let them overwrite in your existing install directory.

 

What this tests:

- Fixed Learn All Curses Toggle in the MCM, so you should be able to add all for testing.  The fix requires a clean save unfortunately, since it fixes a property that was set to the wrong spells. 

- Addressed a possible race condition that maybe caused issues?  It's hard for me to say.  I don't know enough detail about the order in which the game initializes things, and I'm not sure if that is even known or documented anywhere.  So added some safeguards.

- Deleted the PlayerAlias in the CK and added a new one, just in case there was some corruption issue with the record.  This required adding back the script on that alias and all the properties on it, which I did quickly.  This is where the arrays of status spells (the various you have been cursed/are carrier/are lactating spells), so they each have to have the correct order to show the correct status effect for each egg.  Writing this out mostly as a note to myself that these need to be re-tested.

- As a test, disabled the SexLab functions.  To use those functions, you have to have several papyrus sdks present (for MFG NG, VRIK, FNIS, and Lovense).  I have a theory that VRIK might cause an issue, but I'm really not sure, so this will help test.

 

If this works well for you, next I will keep all the same as in this test except for re-enable the SL functions.  That will mean re-enabling those SDKs required for the scripts to compile.  Then, we will know for sure if that is what's causing the core issue of the player alias sometimes not initializing properly.

 

All of that said, I'm still not sure why you got that particular "is not affected" error.  But, really, nothing is going to work correctly if seemingly randomly the player alias is not initializing. The player alias is where a lot of logic is supposed to be handled.

 

EggManiaTest.zip

Edited by chrystelle
Posted (edited)

Thanks! testing it now

 

some of it's working now! when using the curse spell, i get options for chaurus, chicken, cliff racer, dragon, dreugh, hawk, kwama, and pine thrush eggs and the one i chose worked. however, 4 options were listed as "lactiting" and gave "this character has been infected with [blank]" when i selected one of those. no "unaffected" message either

Edited by jesterbrown
Posted (edited)
1 hour ago, jesterbrown said:

Thanks! testing it now

 

some of it's working now! when using the curse spell, i get options for chaurus, chicken, cliff racer, dragon, dreugh, hawk, kwama, and pine thrush eggs and the one i chose worked. however, 4 options were listed as "lactiting" and gave "this character has been infected with [blank]" when i selected one of those. no "unaffected" message either

 

yep, I can see where I set those wrong in the CK when I recreated the player alias. ty, I will fix those and double check the other arrays. 

 

While you were playtesting, I just started a bunch of new games over and over to check to make sure everything was initializing property.  After about 10, I recompiled with SL enabled, then closed the CK, disabled the sdks, and started a new game.  I started having the issue with initializing the player alias unless it was explicitly forced.  So then I tried paring down the sdk scripts to only what was strictly necessary for the scripts to compile, deleting the rest.  Then recompiled, disabled the sdks, and tried starting new games again.  So far, no issues.  My suspicion is that compiling against VRIK is the risky bit since it changes core player functionality, but that's just a theory. 

 

I'm going to clean it up and post the new version.  I added a specific log line: "Egg Mania: Player alias is initializing".  So that will be an easy thing to search for in a log to know if a bug is likely down to a missing player alias issue.

Edited by chrystelle
Posted
On 6/14/2026 at 5:03 PM, coyanimefreak said:

ok so i reinstalled skyrim and added skse64 back, i installed engine fixes, i triple checked all the dependencies and mods for the correct version, and the mcm still wont load unless i have SL enabled and the pregnancies still wont progress. i made a new save every time i deleted all the old saves, and still the same problems.

 

 

12 hours ago, jesterbrown said:

Thanks! testing it now

 

some of it's working now! when using the curse spell, i get options for chaurus, chicken, cliff racer, dragon, dreugh, hawk, kwama, and pine thrush eggs and the one i chose worked. however, 4 options were listed as "lactiting" and gave "this character has been infected with [blank]" when i selected one of those. no "unaffected" message either

 

 

It may be jumping the gun to declare the issue completely solved, but I've spun up lots more new games and not yet had the issue again with the alias not initializing.  So unless the issue suddenly pops up again, I'm leaning toward the VRIK theory being correct.

 

Going on the assumption that the theory is correct that VRIK was causing issues, I want explain in more detail what I think was going on and also apologize. 

 

First, the apology, mostly to coyanimefreak for not fully believing things were happening exactly the way that was reported.  I've modded Skyrim a long time, since 2012, and have some really popular mods on Nexus under a different user name.  And 99% of the time when I can't reproduce an error and have no theory as to why it might logically have occurred, it comes down to user error.  But that's not a good excuse, and here I should have just made a mental note and waited to see if more info came to light down the road.  From a modder's perspective, it can be frustrating because it feels like users are saying, "Fix it," (and sometimes they are saying literally that), when sometimes that just isn't possible if the error is not occurring for me. But I also know that came from a position of a user just really wanting to use the mod.

 

Second, my theory on what is happening in case this helps other users.  Perhaps if someone searches for "player alias not filled" or "Vrik" or "type mismatch", or "cannot be bound," this will show up and be helpful.  

 

Background

 

- This mod uses both OStim and SexLab native functions to be able to integrate dynamically without an actual esm/esp dependency on either mod.  The way Papyrus works, so long as these function calls are properly guarded with checks for whether the mod is installed before a native function is called at runtime, scripts compiled against these native functions work fine even for users who don't have the mod installed.  The scripts will only throw an error if a missing function is actually invoked due to incorrect logic. 

 

- Compiling against SexLab native functions required having several sdks present to avoid missing type errors.  These include VRIK, MFG Fix NG, Lovense API, and FNIS API.  I've dealt with something similar before, and I didn't think anything of it since the idea is that whenever a SexLab function is actually invoked at run-time, SL will actually be installed.  And in turn, the assumption is that SL is using the same sort of underlying logic, where for instance VRIK is only invoked if the user is actually using VR.  This is a reasonable assumption since otherwise SLP+ would not work for non-VR users, the majority.

 

The Symptoms

 

So that's the background of how the issue was introduced.  What started happening then was very bizarre, even by Skyrim modding standards.  First, the issue did not seem to occur (or at least I never could get it to occur) on existing cleaned saves.  It only happened on brand new games.  I still have no theory as to why.  Second, it only seemed to occur some percent of the time, not all the time, with no change in load order at all.  This made the issue very difficult to confirm.  But when starting a new game to test the issue jesterbrown was having, that's when I finally got the error myself.  The player alias was not filled automatically by Skyrim as it should have been.  There was one clue in the log about a type mismatch.  I thought, that is crazy, because it's just a ReferenceAlias which accepts a reference of the Actor type, which is a basic, native Skyrim type.  Egg Mania doesn't redefine it, and none of the scripts in the SDK redefine it.

 

The Theory

 

Because the issue seemed to be that the player alias script somehow had baked within it a conflicting Actor type definition, it eventually occurred to me that VRIK might be the source of the issue.  This seemed unlikely, TBH, but every avenue seemed unlikely.  I didn't even know it was possible to bake types into Papyrus files, and I'm still not 100% sure.  Papyrus runs on top of the Skyrim engine, and I always thought of the native types and the Papyrus scripts running on top of them as completely separate.  How it actually seems to work is that if you have a change to a native type definition via an SKSE plugin and compile with that change active, that gets baked into the Papyrus script.  The theory is that this rarely comes up or causes issues because so few native libraries actually change core Skyrim types.  So if a modder compiles a script with lots of skse dlls loaded (say PapyrusUtil, Papyrus Extender, etc, etc) but doesn't actually use one of those function, this is fine, causes no issues.  But if you compile and have VRIK dll loaded, it DOES cause an issue because It changes native Skyrim types, and those types then get fully baked into the Papyrus pex in a way I didn't realize.  TLDR: The Papyrus scripting system is not a decoupled scripting language on top of the native Skyrim types.  

 

The Solution

 

I pared down the scripts I was compiling against for SL support to just the bare minimum to get the scripts to compile.  Everything else was removed, including the native type changes in VRIK.

 

 

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