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Posted

 

Random question for anybody. Do you have a harem of preggos or just that one prized cow? May have a oven for each race for diversity sake or that favorite? I'd bored at work and just had a random thought.

 

mah kaofu lydia (ex sbf) produces only the finest gems. my innovative free range farming technique produces 20% happier gems than those produced traditionally.

 

plus i got some orcs and redguards tied up at home producing the only useful racist milks in the game for berzerker and stamina regen.

 

tumblr_ojls9f2QXk1u8cymno1_r1_1280.png

 

 

Awww.....Poor Lydia... she looks so cold!

 

Posted

Is there somewhere I could get v305? I want to get the two removed animations back because the one where the character lifts her leg like a dog to pop out gems was my favorite. I want to use that animation again (regardless of how buggy the hitbox makes the gem's physics act).

Posted

 

 

I do have the occasional glitch of her giving birth and no soulgems spawning every once in a while, but I figure that's just something that can happen during long games. It's rare and it's got nothing to do with being a werewolf that I've ever noticed. This mod has been pretty well-polished over time.

 

 

 run into that one myself a time or two. look around the area, they may have spawned in an odd spot or been physics-kicked into one. i know that skyrim's (and FO4's) physics engine gets finicky above 60FPS. bump into a table and be killed by a flying fork. gods, thats embarrassing.

 

 

I ran into that also, but then once I found them on the bottom floor, and once I gave birth by the wizard in dragonsreach, and the gems were at the door going out of the castle.  I figure it is lag in scripts, but what do i know.

Posted

hey, great mod, I just reinstalled it for a new play thru after sometime away.  

 

one question, is it still possible to have Pregnancy belly this big.(See first pic)  These are my followers from 2014.  

 

post-448270-0-26959200-1484412543_thumb.jpg

 

post-448270-0-85252400-1484412556_thumb.jpg

 

Posted

hey, great mod, I just reinstalled it for a new play thru after sometime away.

 

one question, is it still possible to have Pregnancy belly this big.(See first pic) These are my followers from 2014.

 

attachicon.gif2014-09-10_00004.jpg

 

attachicon.gif2014-09-16_00003.jpg

Poeple would suggest the the sexlab inflation framework. But if you the follower mod EFF you can make it that big.

 

1) open the EFF follower menu.

2) go to more

3) than I think commands (at work so don't remember)

4) you should be at a menu that has an option that says tattoos

5) click tattoos and it wI'll bring up a racemenu-type menu

6) go over to body scale and up the belly slider.

 

That how I got my follower the size I wanted.

Posted

I've got a little problem with the Calcium Enrichment alchemy effect/potions having a magnitude of 0 (IE no effect), as well as a couple of possible theories as to what's causing it. Are there known incompatibilities with this added alchemical effect with mods that change Alchemy like CACO or PerMa (my first thought, still need to test on a new save), and if so would a load order/install order change fix this? Alternatively, I used Wyre to bash together the leveled lists and such for compatibility with some mods, would that have potentially broken it (second thought, and non-negotiable if I'm using the former mods)?

 

This of course assumes it's not broken in SGO3 itself, but from a quick thread search I wouldn't think it is, as others would have reported it. Mod itself overall works quite nicely though, I appreciate your work DarkConsole!

Posted

its not a normal magic effect, its scripted. thats why it reports 0. i couldn't figure out if it was possible to really create a properly scaling potion with creation kit.

Event OnEffectStart(Actor Who, Actor From)
{restore 20% of the actors basic values when drinking this potion.}

	Who.RestoreActorValue("Health",Who.GetBaseActorValue("Health") * 0.20)
	Who.RestoreActorValue("Stamina",Who.GetBaseActorValue("Stamina") * 0.20)
	Who.RestoreActorValue("Magicka",Who.GetBaseActorValue("Magicka") * 0.20)
	Return
EndEvent

it always heals 20% of your health regardless of health pool (100 or 1000) and perks.

 

because its wholesome.

Posted

Hey darkconsole, just wanted to say I love this mod, it's easily one of my favorite mods on this site. But I did have a few questions, because I didn't seem to find the answer by searching this thread.

 

First, is it possible to change or add animations to the birthing of soul gems? The description in MCM says 8, but that includes the "random each time and random per set of birthed soul gem" options. Somewhat curious since someone recently mentioned that two animations were in an older version but aren't anymore.

 

And my other question is a bit more complicated. I noticed that only the SOS UNP schlong is "supported" as a futa compatible add-on (according to the messages SGO prints to the console), and earlier last year that was because it was not possible to be an inseminator and still allow normaly gem insemination without inseminating yourself. Has that changed, and if so, how difficult would it be to add other SOS addons to the "supported" list?

 

Sorry for the annoying questions but honestly, the more I like something the more I'm dying to know all about it.  :P

Posted

its not a normal magic effect, its scripted. thats why it reports 0. i couldn't figure out if it was possible to really create a properly scaling potion with creation kit.

Event OnEffectStart(Actor Who, Actor From)
{restore 20% of the actors basic values when drinking this potion.}

	Who.RestoreActorValue("Health",Who.GetBaseActorValue("Health") * 0.20)
	Who.RestoreActorValue("Stamina",Who.GetBaseActorValue("Stamina") * 0.20)
	Who.RestoreActorValue("Magicka",Who.GetBaseActorValue("Magicka") * 0.20)
	Return
EndEvent

it always heals 20% of your health regardless of health pool (100 or 1000) and perks.

 

because its wholesome.

 

If it's a fixed percentage, couldn't you change the effect description to say that, to make it look not broken?

 

Posted

looks like i just forgot about it when i gave up doing it via the effect properties.

 

tbh leaning towards unscripting it myself and just dealing with it not being quite as scaling as i like. could probably do some hillarious hack around perk entry points. i'm smarter about those now than i was last year. used some nifty perk foolery to scale the arrow damage and flare healing on spellshots.

 

post-501843-0-69230700-1484866971_thumb.png

Posted

Thanks for keeping up the good work on the mod.  :D

 

A couple of small things...

First, version 310, MCM menu at line 133

            SGO.RegisterForSingleUpdate(SGO.OptUpdateInterval)
        Else
            SGO.UnregisterForUpdate()

I assume these should rather refer to dcc_sgo_QuestController_UpdateLoop

 

Second (this is from version 306, I can't say 100% sure if this is still an issue in 310 but didn't see changes that would affect it), I've had some trouble with belly scaling resetting to normal after deflate - needing to unequip and re-equip armor for it to settle back to normal.  Adding

        self.Who.QueueNiNodeUpdate()

After deflate had finished, seemed to fix this for me.

-- edit --

Third thing - almost forgot.  Version 310 again.  On QuestController, line 938 (BoneSetScale function)

    If(Value != 1.0)
        NiOverride.AddNodeTransformScale((Who as ObjectReference),FALSE,(Who.GetLeveledActorBase().GetSex() == 1),Bone,ModKey,self.BoneCurveValue(Who,Bone,Value))
    Else

..you pass the value through BoneCurveValue.

 

On EffectInflate_Main line 31

    self.ValueMax = SGO.BoneCurveValue(Target,"NPC Belly",self.ValueMax)

..you also pass the value through BoneCurveValue.  I believe the result is it's passed twice (first on setting the effective max value from the OptScaleBellyCum, and then in actually scaling the bone), which I don't think would be intentional.

Posted

dcc_sgo_questcontroller and _updateloop are two scripts on the same quest. all scripts on the same object receive the same events. the only reason there is code in _updateloop was separation of concerns to make editing easier. triggering the quest to update actually pings both scripts. so that is fine. it also prevents the controller script itself from being registered as active, as the update function takes  (((t*1)+throttle)*pregcount) time.

 

never queue ni node update. you're gonna have a bad day. even devious devices ships with it disabled now. watch what happens when you mount up while still inflated. 

 

the bone curve bits in inflate are also fine. valuemax is being curved as a cap. Value is the value that gets applied. ValueMax is pre-calculated to know when to stop because its the max. we curve the max because the value is curved. without curving  the max inflation would be allowed to scale larger than the mcm is configured to allow.

 

Posted

dcc_sgo_questcontroller and _updateloop are two scripts on the same quest. all scripts on the same object receive the same events. the only reason there is code in _updateloop was separation of concerns to make editing easier. triggering the quest to update actually pings both scripts. so that is fine. it also prevents the controller script itself from being registered as active, as the update function takes  (((t*1)+throttle)*pregcount) time.

 

never queue ni node update. you're gonna have a bad day. even devious devices ships with it disabled now. watch what happens when you mount up while still inflated. 

 

the bone curve bits in inflate are also fine. valuemax is being curved as a cap. Value is the value that gets applied. ValueMax is pre-calculated to know when to stop because its the max. we curve the max because the value is curved. without curving  the max inflation would be allowed to scale larger than the mcm is configured to allow.

 

For some reason the updateloop never started from stopping/starting the mod (the checkbox in MCM), until I pointed the MCM directly to that script.  Not sure why then (this was in version 306 though, but I don't imagine that's changed).

 

About NiNodeOverride - fair enough.  I actually picked it from your QuestController script (from ActorRemoveChestpiece function, line 1929 in version 310).  I don't presume to be familiar with it - simply copied what was used there.  If never really means never, then probably it shouldn't be there either?  (Not a problem if it can't happen while riding)

 

Valuemax is curved as cap, yes.  But assume you set the max value in MCM to say, 6.0.  If the first curve settles that to say, 4.0 (as cap), then the loop in inflate will circle up to 4.0 and send those values to bone-set-scale... which will intercept it again and send it a second time through the curve, which might result in say f.ex, 3.0 (just to throw some example numbers there).  In practice then, the scaling would stop at 3.0, not 4.0.

 

True, it's not going to actually break anything, but it does result in the curve applied twice to the actual value used in scaling.  Without curving the valuemax, the loop would run up to 6.0, and send (eventually) 6.0 to boneSetScale, which would curve it to 4.0 before sending it to NiOverride.  The value during the inflate loop -before- it's sent to boneSetScale is not explicitely scaled.  It simply goes from 1.0 up to what's set in the ValueMax.  You could say that having scaled ValueMax technically also scales Value - because it's defined only by it's comparison to ValueMax, and will stop growing at scaled max value - but in that case the problem is that it's scaled a second time inside boneSetScale before sending it to niOverride.

 

---edit---

 

About niNodeUpdate - I'm not sure what was supposed to happen.  Where I placed it, it kicks in after deflation has finished.  I tried getting inflated, mounting horse, and then waiting for the deflation to kick in.  Tested it a few times, and it seemed to work the same way it worked while not mounted - deflation brings it down somewhat, but never finishes it back to 'neutral state'.. then niNodeUpdate triggers, and resets it to normal uninflated state.

Posted

I just wanted to mention that the cover animation from Devious cursed loot conflicts with birthing animation of SGO. The character always stands up in the middle of the birth process to cover herself.

Posted

haah, Always good to see that one of my favourite modders is still updating this once in a while. It's good to be back at skyrim modding after being away for almost a year (says this before actually going in it yet and not realizing how annoying it can be yet ;) ).

Posted

I just wanted to mention that the cover animation from Devious cursed loot conflicts with birthing animation of SGO. The character always stands up in the middle of the birth process to cover herself.

 

yeah, well. they cant play two animations at once.

Posted

 

I just wanted to mention that the cover animation from Devious cursed loot conflicts with birthing animation of SGO. The character always stands up in the middle of the birth process to cover herself.

 

yeah, well. they cant play two animations at once.

 

 

Actually I thought that since sexlab animations can naked the character without DCL kicking its naked animation, that SGO could do the same. I aint a big coder so I dont know if this is something DCL or SGO needs to implement to work.

 

Never mind if its too much work for you.

Posted

How would one go about putting npc messages about their progress?

iirc its implemented, but there are no messages for it to display. i'd have to dig into the mod to figure out how and where, then how to reference the NPC's name properly so you'd get "[NPC's name] tits are full" instead of "Your tits are full." step three would be the easy part: convert the existing messages to refer to NPCs, then drop them in to the appropriate spot and hope nothing breaks.

 

if someone is willing to list out the current messages, i'd be willing to convert them over to use NPC names.

Posted

 

How would one go about putting npc messages about their progress?

iirc its implemented, but there are no messages for it to display. i'd have to dig into the mod to figure out how and where, then how to reference the NPC's name properly so you'd get "[NPC's name] tits are full" instead of "Your tits are full." step three would be the easy part: convert the existing messages to refer to NPCs, then drop them in to the appropriate spot and hope nothing breaks.

 

if someone is willing to list out the current messages, i'd be willing to convert them over to use NPC names.

could I find in the ck? I'm pretty decent with it.
Posted

 

 

How would one go about putting npc messages about their progress?

iirc its implemented, but there are no messages for it to display. i'd have to dig into the mod to figure out how and where, then how to reference the NPC's name properly so you'd get "[NPC's name] tits are full" instead of "Your tits are full." step three would be the easy part: convert the existing messages to refer to NPCs, then drop them in to the appropriate spot and hope nothing breaks.

 

if someone is willing to list out the current messages, i'd be willing to convert them over to use NPC names.

could I find in the ck? I'm pretty decent with it.

 

possibly? ive never done anything more complex then tweaking the looks of PNCs, so i've no idea where to start.

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