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Posted

I`m having a bit a trouble with this mod.

 

for some reason it occasional for brief moments show it and then it disappears.

 

 

That line makes it sound like a conflict to me... are you using any other mods that alter belly shape? Like, one that might be forcing the belly to stay at a specific size, so when SGO tries to update it, it gets changed and then immediately changed back?

Posted

 

I`m having a bit a trouble with this mod.

 

for some reason it occasional for brief moments show it and then it disappears.

 

 

That line makes it sound like a conflict to me... are you using any other mods that alter belly shape? Like, one that might be forcing the belly to stay at a specific size, so when SGO tries to update it, it gets changed and then immediately changed back?

 

 

Also, you get exactly this behavior when you mix NiO mods and non-NiO mods

Posted

Ah, yes you guys were right.

it was definitely a conflict between mods.

i turned off some of the others i had going and the problem sorted itself out nicely.

 thanks.

Posted

So why can't I impregnate my followers? I use the succubus transform for going futa, and when I do that sexlab registers me as a male. Yet when I look at the console it says "encounter did not have viable combo (3 (5))" I have the setting for 100% chance to impregnate. 

Posted

So why can't I impregnate my followers? I use the succubus transform for going futa, and when I do that sexlab registers me as a male. Yet when I look at the console it says "encounter did not have viable combo (3 (5))" I have the setting for 100% chance to impregnate. 

 

Use the power to bring up the radial menu when you don't have an npc in your crosshair. Go into actor options. There will be options there on the left to enable/disable gems, milk and semen for your character. I forget exactly but the semen one is probably inseminate. Make sure that's enabled. (You may want to disable gems while you're at it. I'm not sure if it's still the case, but if you have both gems and semen enabled for your character you might impregnate yourself by having sex with npcs.)

 

Also, probably not the issue you're having but if you have the fertility cycle active in the MCM a 100% chance doesn't necessarily mean 100%.

Posted

 

So why can't I impregnate my followers? I use the succubus transform for going futa, and when I do that sexlab registers me as a male. Yet when I look at the console it says "encounter did not have viable combo (3 (5))" I have the setting for 100% chance to impregnate. 

 

Use the power to bring up the radial menu when you don't have an npc in your crosshair. Go into actor options. There will be options there on the left to enable/disable gems, milk and semen for your character. I forget exactly but the semen one is probably inseminate. Make sure that's enabled. (You may want to disable gems while you're at it. I'm not sure if it's still the case, but if you have both gems and semen enabled for your character you might impregnate yourself by having sex with npcs.)

 

Also, probably not the issue you're having but if you have the fertility cycle active in the MCM a 100% chance doesn't necessarily mean 100%.

 

The inseminate option worked, thank you.

Posted

heya,

 

I was just wondering what armor/ horns you where using for your screenshots?

Also mind sharing the preset for the orc? Every time I try to create one they either look just not right or more like elves than orcs...

Posted

the horns are part of a cow girl pack i am working on. and close to finishing.

 

i've been using this orc as my main for like a year, why are all the sudden is everyone asking for it to be made a preset or follower this past week, rofl. 3 different threads here and on my aggro mod on nexus lolol.

Posted

Is there anyway to turn off the breasts effects on this mod?  Or set it up differently?  Right now I am also running milk mod economy and I don't want the two fighting over the size and production rate.

Posted

Is there anyway to turn off the breasts effects on this mod?  Or set it up differently?  Right now I am also running milk mod economy and I don't want the two fighting over the size and production rate.

 

they wont fight over production rate. its two completely separate systems.

 

look at the actor options on the sgo main menu for the scales.

Posted

 

Is there anyway to turn off the breasts effects on this mod?  Or set it up differently?  Right now I am also running milk mod economy and I don't want the two fighting over the size and production rate.

 

they wont fight over production rate. its two completely separate systems.

 

look at the actor options on the sgo main menu for the scales.

 

 

Okay thanks.  Honestly I wasn't sure what handled what when it came to lactation.

Posted

Hey, I just noticed there is an easy exploit for inserting gems and birthing them repeatedly to level the crap out of enchanting.  Sure, the player can just not do that, but it would be nice to have a more immersive way to make that happen.  

 

Just brainstorming, but I'd assume the easiest way (and with the least work on your part) would be a simple time debuff (though that would prevent mass transfers), but I think a better option would be time debuff that lowers the player's or npc's maximum health (petty -0/1/2/5% hp, lesser -0/2/4/10% hp, etc. for merciful/painful/harsh/cruel) that cools down for an MCM configurable amount of time (X hours, but 0 to disable, of course).

 

Also, there's this idea (which got me thinking):

 

 

I startet a new game in skyrim and got a idea to make SGO not to "over powerd" for low/mid level. 

 

A limit for gem size dependent on player enchantment skill.  (maybe as optional feature in mcm)

 

Sample: Player has enchantment skill of "56" and is at "100%" pregnant, get only " Lesser Soul Gems") (counts for NPCs too). 

 

Skill 0-40 = Soul Gem Fragment

Skill 41-50 = Petty Soul Gem

Skill 51-60 = Lesser Soul Gem

Skill 61-70 = Common Soul Gem

Skill 71-80 = Greater Soul Gem 

Skill 81-90 = Grand Soul Gem

Skill 91-100 = Black Soul Gem

 

 

 

People seemed interested in this, but some had mixed feelings about it being tied to enchantment for those not favoring the skill.  So, what about tying it to an item as an alternative?

 

For example, necklaces, rings, and circlets could be tied to the maximum grade of soul gems one can incubate, the maximum number, and the speed it develops.  Each could have rarity (with a "give the player an oven kit" button in the mcm for those who don't want to hunt the jewelry down) to be scattered around skyrim or purchased from vendors, not unlike the soul gems themselves.  Of course it doesn't have to be a necklace, ring, circlet configuration for obvious adventuring reasons, but that could just as easily be a non-devious devices "collar of gem infusion" or whatever like some of the ones in paradise halls or any other item assigned to generally unused slots.  

 

They could even be craftable with the corresponding level of soul gem.  For example, 7 filled black soul gems, 2 ebony, (+flawless diamonds, animal/human/daedra hearts and other rare stuff), for a collar that allows the incubator to incubate up black soul gem.  Number of gems, rarity of metal, hearts, gems, etc. would correspond to the item, of course.  What would make the most sense (at least to me) recipe wise:


Soul gems (petty, lesser, etc.) --> maximum soul gem incubation grade 
Type of creature heart  --> Speed of incubation
Soul gem fragment number --> Maximum number of gems that can be incubated (maybe 21 = 1, 22 = 2, 23 = 3, etc.; finding that many might be as hard as getting together as the daedra hearts)
 

then:

 

Type of metal and precious stone --> Rarity scales with the previous three categories

 

Hell, you could even do items that makes milk/semen accumulate faster like Milk Mod's lactid, be it a potion or an equipable.

 

Finally, this might be way down the line but another interesting thing would be a cursed loot event that uses one of these as an enslaving collar that forces the wearer to keep birthing.  Sounds like a great way to make money, right?  Well not if it kills everyone who wears it, slowly reducing her max HP.

 

Anyway, just some thoughts.  Great mod and thanks for putting the time into making it, Darkconsole!

 

Posted

I like how it is now; I just exhibit some self control and only squirt out gems when they're 100% cooked. Who cares if you can exploit it? If you really want to exploit stuff, you can just use the console to set your enchanting to 100 and save yourself some time.

 

If the mod got super complicated and I had to wear specific jewelry, I'd probably not update it anymore. I went with this mod because it was an interesting way to provide consequences for sexual activity (consensual or through Defeat), without being bloated with stuff I don't care about.

Posted

I like how it is now; I just exhibit some self control and only squirt out gems when they're 100% cooked. Who cares if you can exploit it? If you really want to exploit stuff, you can just use the console to set your enchanting to 100 and save yourself some time.

 

If the mod got super complicated and I had to wear specific jewelry, I'd probably not update it anymore. I went with this mod because it was an interesting way to provide consequences for sexual activity (consensual or through Defeat), without being bloated with stuff I don't care about.

 

I agree with this.

 

I used to love deviously cursed loot. Now it is just too much. I spent more time setting it up, going back in because I forgot to set something, checking because this is happening and it shouldn't, that isn't happening and it should..... 

 

Now I am back to devious chests. Simple and works. This mod is great, adds a little extra without being over complicated and bloated. Set it and play and you are all good.

Posted

 

I like how it is now; I just exhibit some self control and only squirt out gems when they're 100% cooked. Who cares if you can exploit it? If you really want to exploit stuff, you can just use the console to set your enchanting to 100 and save yourself some time.

 

If the mod got super complicated and I had to wear specific jewelry, I'd probably not update it anymore. I went with this mod because it was an interesting way to provide consequences for sexual activity (consensual or through Defeat), without being bloated with stuff I don't care about.

I agree with this.

 

I used to love deviously cursed loot. Now it is just too much. I spent more time setting it up, going back in because I forgot to set something, checking because this is happening and it shouldn't, that isn't happening and it should.....

 

Now I am back to devious chests. Simple and works. This mod is great, adds a little extra without being over complicated and bloated. Set it and play and you are all good.

I agree with you guys as well. At the current state, SGO3 is one of the most intuitive and stable mods on LL thnx to its simplicity.

Posted

i wish that this mod could recognize sexlab genders that i set in the sexlab menu or use Sexlab Eager NPC's gender hotkey that sets the sexlab gender or auto sets gender via SoS detection.

 

so that when i have my futa character in the male position it doesn't give the pc and npc a gem.

 

now i know that there is no way to detect who is who in the male or female position. but thats why we have the sexlab genders setting in the sexlab menu now woo.

 

 

Posted

i wish that this mod could recognize sexlab genders that i set in the sexlab menu or use Sexlab Eager NPC's gender hotkey that sets the sexlab gender or auto sets gender via SoS detection.

 

so that when i have my futa character in the male position it doesn't give the pc and npc a gem.

 

now i know that there is no way to detect who is who in the male or female position. but thats why we have the sexlab genders setting in the sexlab menu now woo.

 

This is the change I'd be happy to see. 

 

But, like several have said above, for me this is mod is intuitive, stable and essentially trouble free. If going back through to change which gender check gets used is either a hassle or might make it less stable, never mind!

Posted

i wonder if this is why.

Int Function ActorGetBiologicalFunctions(Actor Who, Bool Cached=TRUE)
{determine what this actors body is able to accomplish. returns a bitwised
integer that defines the capaiblities of this actor.}

	Int Value = 0

	If(Cached)
		Value = StorageUtil.GetIntValue(Who,"SGO.Actor.Biologicalfunctions",0)
		If(Value != 0)
			;; if we found cached data use it. this should prevent us getting our
			;; shit reset while in a temporary state like vampire lord or werewolf.
			;; also, speed.
			Return Value
		EndIf
	EndIf

	Int Sex = SexLab.GetGender(Who)

...

that would basically make it impossible to detect if you changed genders after doing something sgo cares about. going into werewolf form was causing gems to be lost because apparently male is the only option as far as the game is concerned.

Posted

its plausable that sexlab's creature gender may allow werewolves to work right, these days. requires testing to know. i would expect to get a gender of 3 if the player is a werewolf and also female beforehand with what i see in this sexlab code. if it does work i can disable that cache and then futa switching should technically work.

 

hilariously ashal seems to have oversighted futa creatures as this will not support that.

int function GetGender(Actor ActorRef)
	if ActorRef
		ActorBase BaseRef = ActorRef.GetLeveledActorBase()
		if sslCreatureAnimationSlots.HasRaceType(BaseRef.GetRace())
			if !Config.UseCreatureGender
				return 2 ; Creature - All Male
			else
				return 2 + BaseRef.GetSex() ; CreatureGenders: 2+
			endIf
		elseIf ActorRef.IsInFaction(GenderFaction)
			return ActorRef.GetFactionRank(GenderFaction) ; Override
		else
			return BaseRef.GetSex() ; Default
		endIf
	endIf
	return 0 ; Invalid actor - default to male for compatibility
endFunction

http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v161b-updated-jan-7th-2016/?p=1560727

 

Posted

 

i wish that this mod could recognize sexlab genders that i set in the sexlab menu or use Sexlab Eager NPC's gender hotkey that sets the sexlab gender or auto sets gender via SoS detection.

 

so that when i have my futa character in the male position it doesn't give the pc and npc a gem.

 

now i know that there is no way to detect who is who in the male or female position. but thats why we have the sexlab genders setting in the sexlab menu now woo.

 

This is the change I'd be happy to see. 

 

But, like several have said above, for me this is mod is intuitive, stable and essentially trouble free. If going back through to change which gender check gets used is either a hassle or might make it less stable, never mind!

 

well with player succubus quest there is a hotkey to toggle the penis (lel) to be visible. then there is sexlab eager npc's that has a auto switch for genders when it detects a npc or pc has a penis on them. psq and slen with the penis hidden the gender still shows as male though, which slen has a hotkey that you can specify to toggle genders for pc and when targeting a npc. so a toggle for a penis and a toggle for genders woo.

 

its plausable that sexlab's creature gender may allow werewolves to work right, these days. requires testing to know. i would expect to get a gender of 3 if the player is a werewolf and also female beforehand with what i see in this sexlab code. if it does work i can disable that cache and then futa switching should technically work.

 

hilariously ashal seems to have oversighted futa creatures as this will not support that.

int function GetGender(Actor ActorRef)
	if ActorRef
		ActorBase BaseRef = ActorRef.GetLeveledActorBase()
		if sslCreatureAnimationSlots.HasRaceType(BaseRef.GetRace())
			if !Config.UseCreatureGender
				return 2 ; Creature - All Male
			else
				return 2 + BaseRef.GetSex() ; CreatureGenders: 2+
			endIf
		elseIf ActorRef.IsInFaction(GenderFaction)
			return ActorRef.GetFactionRank(GenderFaction) ; Override
		else
			return BaseRef.GetSex() ; Default
		endIf
	endIf
	return 0 ; Invalid actor - default to male for compatibility
endFunction

http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v161b-updated-jan-7th-2016/?p=1560727

 

don't think ashal would have expected futa creatures at the time lol.

Posted

I have a little Problem with the filled Gems..... Well I don't get filled Gems... Any Ideas about what went wrong?

 

Yes. Check the MCM and make sure the option for filled gems is turned on.

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