Skyrimfloo Posted April 10, 2015 Posted April 10, 2015 Hmm. Well, I'd address that with two tweaks. First I'd remove the need to have your character set as "male" for the animations. Instead I'd just make it so you'd choose what role to fulfill right before sex (sort of how you can choose to use beds or not), and the mod would flag you as a male only during the time you'd be having sex as the male role. I'm not sure if that's what those Gender Change mods do, but it should be something rather simple to do, in fact, and it would allow you to use all animations without much headache. And then, for SGO, I'd tweak the check for impregnation, in female + female cases, for the SexLab gender. That shouldn't be hard, either. In combination with the previous tweak, it would allow your character to always be able to get pregnant, and would also let your character impregnate other women only in the right situation.Before looking at the code, as I said, it seems easy. If it wasn't done before it might mean that there's some sort of complication.
Nephenee13 Posted April 10, 2015 Posted April 10, 2015 I think it would be easier for SGO to just have an option to allow Skyrim Females set to Sexlab Male to both inseminate and be inseminated. Until Sexlab itself gets a futa gender setting, this seems like the most straightforward fix (and tbh the opposite should be allowed. If someone wants their male character to get Soul Gems up the butt, that should be fine. The mod already allows for anal insemination anyway...)
nugerumon Posted April 10, 2015 Posted April 10, 2015 Are you uploading an update soon, then? I'm actually planning about working on an add-on that would basically be a JUGs + Fill Her Up for this one. I guess I can wait for the update then, specially if you're working on making it more framework-like. Getting Fill Her Up (or something similar) synchronised with SGO is something I was hoping for for a long time, so I'm looking forward to the fullfillment of your plan. Another thing I wanted to use your mod as a base was something related to birthing things other than gems. For example, [...] like eggs or other items? Birthing Eggs would be awesome! I'd generally approve of some differentiation about what you get pregnant with depending on who (or what) the father is. I.e. Soulgems for humans, chaurus eggs for chaurus and... idk... smaller soul gems or other eggs for some animals (being pregnant with a chicken egg if the father was a wolf isn't that credible, but not worse than a soul gem, so why the heck not ^^). PS: nearly forgot to thank darkconsole for adding Blush When Aroused support. Nice!
Skyrimfloo Posted April 10, 2015 Posted April 10, 2015 Shouldn't be that hard to link both mods, all they'd need (afaik) is to make them aware of the other's changes to the belly node. At the moment, both mods calculate regularily the size that the character should have based on their parameters, and if they don't match the actual size, they force it. Since both mods do this, you get that constant belly shift. Instead, I suppose all they need is to get the belly size from the other mod, and allow only the one aiming for the bigger size to push changes. That way, there wouldn't be issues.I'll take a look at this, and also JUGs. I would rather not make yet another .esp file to burden our mod lists, so probably what I'll do is to get Frankenstein'd the FHU mod (as it hasn't been updated in a while) and try to get both JUGs and the compatibility tweaks together in there.
chajapa Posted April 10, 2015 Posted April 10, 2015 Shouldn't be that hard to link both mods, all they'd need (afaik) is to make them aware of the other's changes to the belly node. At the moment, both mods calculate regularily the size that the character should have based on their parameters, and if they don't match the actual size, they force it. Since both mods do this, you get that constant belly shift. Instead, I suppose all they need is to get the belly size from the other mod, and allow only the one aiming for the bigger size to push changes. That way, there wouldn't be issues. I'll take a look at this, and also JUGs. I would rather not make yet another .esp file to burden our mod lists, so probably what I'll do is to get Frankenstein'd the FHU mod (as it hasn't been updated in a while) and try to get both JUGs and the compatibility tweaks together in there. You are completely free to use any part of JUGs or take ALL of it and add in the bits that will make it work with SGO II. (That way it's work with both SGO II and Milk Mod Economy). JUGs was something I did for ME 'cause I thought the breast feeding was kinda kinky AND I wanted to do it with dialogue. It came out OK, but I learned very quickly that I'm not a scripter! I can write dialogue, and use the built in actions in the dialogue-building bits of CK, and call some idles and animations, but I don't know how to do all the parts that make 2 mods talk to each other. Making JUGs work with MME was easy because Ed86 did all the work and all I had to do was start an animation. MME sees the animation start and does everything else. So.... given that I seem to have an abundance of projects to do in my workshop (now that the weather is getting warmer) and nobody has given me an extra few hours in a day.... if you'd like to advance JUGs to a new level, you have my blessing! I have SGO and MME in every save in every profile I have in Mod Organizer. I love them both. And if you want to make a SGO-specific JUGs mod or make edits to the existing one..... whatever. Have at it and have fun! But PLEASE PLEASE PLEASE keep the spirit of dialogue. Not just click, cast, fuck (or in this case, milk). I tried to make a kind of drawn out, story path and then also a shorter path to the milky ending.
Skyrimfloo Posted April 10, 2015 Posted April 10, 2015 Well, my idea was to link the dialogue from JUGs, so unless I'm too noob to pull it out, it would be exactly the same as now, only that maybe the dialogue would require the character to be lactating according to SGO. And then, you'd get the same buff you get now by drinking the milk bottles. I wasn't aware of its functionality with MME, so then I should take a better look at it before tinkering too much, but I'm happy that you replied.
chajapa Posted April 10, 2015 Posted April 10, 2015 Well, my idea was to link the dialogue from JUGs, so unless I'm too noob to pull it out, it would be exactly the same as now, only that maybe the dialogue would require the character to be lactating according to SGO. And then, you'd get the same buff you get now by drinking the milk bottles. I wasn't aware of its functionality with MME, so then I should take a better look at it before tinkering too much, but I'm happy that you replied. JUGs only works with MME because MME has code that looks for the breastfeeding animation being fired like... OnAnimationStart or something... I'd have to look. JUGs does absolutely nothing to hook into MME. All JUGs does is run the animation. There is nothing in JUGs as far as scripting other than the minimal scripting in the dialogue script fragments to get the characters to play idles or start a sexlab animation.
terrorofmorrowind Posted April 10, 2015 Posted April 10, 2015 Well, my idea was to link the dialogue from JUGs, so unless I'm too noob to pull it out, it would be exactly the same as now, only that maybe the dialogue would require the character to be lactating according to SGO. And then, you'd get the same buff you get now by drinking the milk bottles. I wasn't aware of its functionality with MME, so then I should take a better look at it before tinkering too much, but I'm happy that you replied. JUGs only works with MME because MME has code that looks for the breastfeeding animation being fired like... OnAnimationStart or something... I'd have to look. JUGs does absolutely nothing to hook into MME. All JUGs does is run the animation. There is nothing in JUGs as far as scripting other than the minimal scripting in the dialogue script fragments to get the characters to play idles or start a sexlab animation. so basically your mod just activates the non sexlab animation? I really hoped you were able to get that script fragment here on the page so that darkconsole could take a look at it. (atleast that's what he promised to do if someone posted it here or pm'd it to him)
darkconsole Posted April 10, 2015 Author Posted April 10, 2015 Honestly I'm not too sure about what ya'll are trying to do exactly. For me to make an event or whatever things need to be broken down into their smallest programming components. When I do _____________ I want it to ______________. SGO isn't exactly an easy bake oven where you can just shove random things into it right now, like, the number 6 is hardcoded because that is how many different types of soulgems there are, for example, which in turn allows you to birth premature gems. This is both a penalty for you birthing too soon and a mechanic in the event you actually need 10 common gems, or someshit. Anything milk related is going to get put into SGO:MSE. MSE is getting deleted and redone as a lot of smaller mods so you can pick and choose your experience. The first mod I am going to release on MSE is the milking harness. That way if you don't want to install devious devices then you don't have to install the devious quest. Or alternate start. or whatever.
Nephenee13 Posted April 10, 2015 Posted April 10, 2015 I want the check for whether a character can be inseminated (either via sex or the inseminate spell) to be based on the Skyrim Gender of the character, not the Sexlab Gender.
Skyrimfloo Posted April 10, 2015 Posted April 10, 2015 Well, if you want suggestions, I think that making SGO compatible with any other mods that alter belly nodes, such as FHU, should be actually very easy. Specially given how you did write the code (which is very good). Simply take the UpdateFemaleBody() function and turn those initial five variables into globals or properties. That way another mod can read the values that SGO is attemping to change the nodes into, and can also override them if necessary. So basically, from this: Function UpdateFemaleBody(Actor who, Bool force=False) ;; update the physical features of the actor to reflect what is going on. Bool NeedBreast = True Bool NeedBelly = True Float BreastAugment = 1.0 Float BellyAugment = 1.0 Float CurveAugment = 1.0 ;... Go to this: Bool property NeedBreast = True auto Bool property NeedBelly = True auto Float property BreastAugment = 1.0 auto Float property BellyAugment = 1.0 auto Float property CurveAugment = 1.0 auto Function UpdateFemaleBody(Actor who, Bool force=False) ;; update the physical features of the actor to reflect what is going on. ;... That way, in case of the Fill Her Up compatibility plugin, I could read the value for belly, and if FHU got a bigger size, set the NeedBelly to False so that SGO doesn't revert the changes.
cgod05 Posted April 11, 2015 Posted April 11, 2015 Are you uploading an update soon, then? I'm actually planning about working on an add-on that would basically be a JUGs + Fill Her Up for this one. I guess I can wait for the update then, specially if you're working on making it more framework-like. Getting Fill Her Up (or something similar) synchronised with SGO is something I was hoping for for a long time, so I'm looking forward to the fullfillment of your plan. Another thing I wanted to use your mod as a base was something related to birthing things other than gems. For example, [...] like eggs or other items? Birthing Eggs would be awesome! I'd generally approve of some differentiation about what you get pregnant with depending on who (or what) the father is. I.e. Soulgems for humans, chaurus eggs for chaurus and... idk... smaller soul gems or other eggs for some animals (being pregnant with a chicken egg if the father was a wolf isn't that credible, but not worse than a soul gem, so why the heck not ^^). PS: nearly forgot to thank darkconsole for adding Blush When Aroused support. Nice! there is a mod in beta in the adult section called eggfactory that places cursed eggs in random locations of skyrim to continuously impregnate you with whatever animal egg you picked up. its a wip so far as i can tell but it has been fun
chajapa Posted April 11, 2015 Posted April 11, 2015 I don't KNOW this stuff or I'd have tried to incorporate it into JUGs, but here goes... Event OnPlayerLoadGame() UnregisterForModEvent("OrgasmStart") UnregisterForModEvent("AnimationStart") UnregisterForModEvent("AnimationEnd") RegisterForModEvent("OrgasmStart", "OnSexLabOrgasm") RegisterForModEvent("AnimationStart", "OnSexLabStart") RegisterForModEvent("AnimationEnd", "OnSexLabEnd") if SGO.SexLab.FindAnimationByName("3J Straight Breastfeeding") != -1 && SGO.SexLab.FindAnimationByName("3J Lesbian Breastfeeding") != -1 SGO.SGO_BreasfeedingAnimationsCheck.SetValue(1) debug.Trace("SGO 3J Straight Breastfeeding and 3J Lesbian Breastfeeding animations found") else SGO.SGO_BreasfeedingAnimationsCheck.SetValue(0) debug.Trace("SGO 3J Straight Breastfeeding and 3J Lesbian Breastfeeding animations NOT found") endif EndEvent ^^^ to register for sexlab events and check for the correct animations And then... Event OnSexLabStart(String _eventName, String _args, Float _argc, Form _sender) Actor[] actors = SGO.SexLab.HookActors(_args) String animName = getAnimName(_args) if (animName == "3J Straight Breastfeeding" || animName == "3J Lesbian Breastfeeding") && SGO.SexLab3jBreastfeeding == True ;0 - actor being sucked, 1 - sucking HERE you would put your checks for whether actor being sucked has milk, which one is "on top" (so to speak), run your milking routine to decrease milk count and breast size, and then have the one doing the sucking get the milk and any buffs that come with it endif EndEvent Event OnSexLabEnd(String _eventName, String _args, Float _argc, Form _sender) Actor[] actors = SGO.SexLab.HookActors(_args) Do whatever cleanup you need to do when the animation ends EndEvent Event OnSexLabOrgasm(String _eventName, String _args, Float _argc, Form _sender) Actor[] actors = SGO.SexLab.HookActors(_args) Here you do whatever needs to be done onOrgasm Apply textures? EndEvent String Function getAnimName(String _argString) sslBaseAnimation animation = SGO.SexLab.HookAnimation(_argString) If animation Return animation.Name EndIf return "" EndFunction The layout of the above was ripped from MME so credit to Ed86 but I (hopefully) only posted the "public" code. Stuff that is available to anyone and I've tried to remove any of Ed86's own code because I'm not sure how ethical it would be to post it in an open forum. You can easily look at his sources to fill in the blanks. SO... basically In SGO, what I'd like is___________ for SGO to detect when a breastfeeding animation is playing AND then manipulate the milk count and breast size as normal. "As normal" meaning it should still respect the MCM settings as to whether or not it should be handling breast scaling. I'm not sure how complex SGO's milking function is, but in it's simplest form, this would be adding the detection of the animation being played, and then access the existing milking function (without having to play an animation because it's already playing) Make sense?
darkconsole Posted April 11, 2015 Author Posted April 11, 2015 Well, if you want suggestions, I think that making SGO compatible with any other mods that alter belly nodes, such as FHU, should be actually very easy. Specially given how you did write the code (which is very good). Simply take the UpdateFemaleBody() function and turn those initial five variables into globals or properties. That way another mod can read the values that SGO is attemping to change the nodes into, and can also override them if necessary. So basically, from this: we actually have a private message thread between all us preggo mod authors here on LL, i forget who started it, and we were trying to come up with a way to all be magically integrated. i offered two solutions, offered to do the work. nobody wanted to play with eachother. [update] nioverride isn't even a full solution. instead of crazy huge values because mods conflicting, you'll get small vaules because mods adding.
madroxide Posted April 12, 2015 Posted April 12, 2015 I'm having a problem. Semen and milk have no textures, is anyone else having this issue?
Skyrimfloo Posted April 12, 2015 Posted April 12, 2015 we actually have a private message thread between all us preggo mod authors here on LL, i forget who started it, and we were trying to come up with a way to all be magically integrated. i offered two solutions, offered to do the work. nobody wanted to play with eachother. Well, I'm sad to hear that. To be honest, I don't think that's really that much of an issue, considering that most pregnancy mods overlap each other. It's more an issue about plugins. I wouldn't use your mod along with Hentai Pregnancy or Beeing Female since they're different flavors of the same concept, but I'd want to use it along Estrus Chaurus and/or Fill Her Up, since they're additions to the pregnancy thing. I don't know what you talked in that thread, though. In any case, I think the suggestion I proposed would be something extremely simple yet useful for many possible features that could be developed for the mod. You've coded the mod very neatly. Only one function used to trigger the nodes re-scaling, while FHU has at least three instances directly written in the events. However, since the scaling values you use are only stored locally in that function, you can't access them anywhere else, even in your own mod. Not just for other pregnancy mods, I mean, there are many mods that alter body scales. Just came to my mind, is SGO even compatible with Mana Tanks? I know you mention that you can disable breast scaling, but I'm pretty sure that the code you'd need to make them compatible whithout disabling things is not even that long. Just a check for the node modifier that SGO is using so it doesn't revert the breasts to the wrong size, and a way to override SGO's rescaling temporarily so you don't get the constant size shift.
spoonsinger Posted April 12, 2015 Posted April 12, 2015 "but I'm pretty sure that the code you'd need to make them compatible whithout disabling things is not even that long." This is probably true, but I think the problem is down to up scaling/down scaling of the body bits based on the individual mods needs - it's not all about stuff getting bigger. I assume that if a couple of the major modder's came up with an API and a convention to to use that API, (a bit like how everyone uses Sexlab as the convention), everything would be rosy, (sort of), however.... it's a bit like locking in a multi user DB scenario - yes mostly it has been worked out by evolved convention, however there are still times when evolved convention doesn't work.
Skyrimfloo Posted April 12, 2015 Posted April 12, 2015 In the case I mentioned, Mana Tanks is also DC's work. I'm not really talking about convention, as much as ease to access values that you work with in your own mod. DC's mods are really well coded, as far as I've seen, and precisely because of that I think it would be so easy. The function that alters the scale of the involved nodes already uses a variable to save the final number, and another to allow the final rescaling. The only thing that would need to be done so that anything else was able to check them would be to use a property instead of a variable. That's literally writting two extra words per variable (for 5 variables, if I recall correctly) and get done with it. Of course, I'm not demanding anything. It's not my place, I'm just idly discussing it. Those things that I describe, I could just do it myself in any patch/add-on that I might want to create. Only annoying thing would be that any update to SGO would render any of those patches/add-ons incompatible.
darkconsole Posted April 12, 2015 Author Posted April 12, 2015 "i see you wear light armor, so you're light on your feet. smart." - Guard 87 the main reason mana tanks doesn't have any sort of plugging into or integration with other mods is because its a really dumb mod, but, it also needs to run as fast as possible in order to give you smooth transitions without lagging the game. mana tanks is a special snowflake that ill probably never mess with too much purely because it needs to be fast as fuck. its also the same reason it doens't use NiOverride. it would require 2 more function calls from Papyrus code, and papyrus code is sooooooooooooooooooooo slowwwwwwwwwwwwwwww that i just don't want to do that. the nio code is actually in there, just commented out. Expired will tell you they are native ergo fast, but, they still have to get called from the Papyrus side. <papyrus> hey skse plugin can you give me... <native code> HERE YOU GO LOL <papyrus> uh. oh. cool. could you do this other thing for me too? <native code> ALREADY DONE <papyrus> really? hang on i just met you and this is crazy.
Nephenee13 Posted April 12, 2015 Posted April 12, 2015 DC any thoughts on my question about sexlab gender checks?
darkconsole Posted April 12, 2015 Author Posted April 12, 2015 DC any thoughts on my question about sexlab gender checks? my main thought is that i don't quite understand the problem. i use the sexlab gender because its changable. at the start of the game sexlab gender = skyrim gender. if you want your skyim gender to do something it normally cannot do, you tell sexlab its different (mod like immerseve gender change) and whala, i think. unless its not working right and *that* is the problem. you can probably tell from my avatar its not like im opposed to transgender characters. im just not understanding the problem because im having the classic programmer "works for me" thing over here.
Nephenee13 Posted April 12, 2015 Posted April 12, 2015 Characters with a male Sexlab gender can't be impregnated with gems, and characters with female sexlab gender can't impregnate others with gems. Now ordinarily that would be fine. But a futa character will generally be set to male Sexlab gender so they get preference for the male part of animations. That means that they can now inseminate female NPCs, but if they have sex with a male NPC, they can't get knocked up with gems. You can't even use the inseminate spell on a futa character set to male, it will tell you it is invalid.
darkconsole Posted April 12, 2015 Author Posted April 12, 2015 the female on female is problematic because there is no way to know which one was pitching with the way sexlab works. they would both have to get preg or neither. i erred on the side of caution thusfar with neither. are you using an equippable penis or anything i can check for? something where i can tell the game "this one is actually blowing a load here"
Nephenee13 Posted April 12, 2015 Posted April 12, 2015 the female on female is problematic because there is no way to know which one was pitching with the way sexlab works. they would both have to get preg or neither. i erred on the side of caution thusfar with neither. are you using an equippable penis or anything i can check for? something where i can tell the game "this one is actually blowing a load here" Using the Schlongs of Skyrim UNP Addon. You should be able to call SoS to find out of the actor is Schlongified. And if yes, and if in the proper animation, they can be considered to be blowing a load. As for impregnating, any female character (regardless of their sexlab gender) should be able to be impregnated. So check that instead of sexlab gender?
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