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Posted

 

 

Any chance of a player only version or something lighter to avoid this kind of thing?:

 

attachicon.gifUntitled.png

 

jesus christ how many people do you have in that room?

 

That was in the Bannered Mare I think which as you know is a very popular spot for every bloody mod. The inn is packed for sure but I'm pretty sure there aren't 300 npcs there. Is it possible scripts are being attached to something other than npcs? The thing seems to be that the script takes a long time to complete. So that by the time one is finished another 2 have started. This is especially true while looking down into the crowd. For Eg: 

 

1. Went inside the bannered mare and up to the top room. stared at the wall at the back and left the console open for a few minutes so new scripts wouldn't start and ones running would finish up. 

2. Saved the game and opened with the cleaner - 2 active scripts from SGO

3. Started saving every 5 seconds: 

Save 1 - 0 active scripts

Save 2 - 83 active scripts, 80 suspended stack

Save 3 - 157 active scripts, 150 suspended stack

Save 4 - 328 active scripts, 322 suspended stack

..

..

..

Save 8 - 838 active scripts, 836 suspended stack. 

 

Note the above figures filtered for SGO only. That's pretty much a worst case scenario and I really must do something about that inn (Lively Inns and Taverns can go) but I just wanted to demonstrate that somethings not quite right but also happens in other towns and cities. SGO just seems to cascade out of control for me in populated areas. 

 

Reran the same test this time without SGO and total active scripts never exceeded 10, usually around 3-6 though.

Looking into the details of the save game cleaner the majority of the active scripts sgo_EffectUpdateCloakHit have Var[1]:  Actor:  xxxxxxxx that references a script instance REQ_NPCData which is Requiem related. Is it possible SGO is attaching scripts to arrays that Requiem uses to store data for all npcs. I will try testing without requiem and it's patches and report back. 

 

Edit: No cigar. Removed requiem. Went back to the inn and sat there for a minute or two. 700ish active scripts bleh.

Tracing the Var[1]:  Actor:  xxxxxxxx variable in each entry of sgo_EffectUpdateCloakHit the scripts seem to get attached to some unexpected things. Like WIDeadBodyCleanupScript (pretty sure there aren't any dead bodies in the inn....), RentRoomScript, though the majority are actors but surely there must be more than one script running for every npc if you have 700 active scripts? 

 

 

 

alright ill do some profiling. but I've never seen that many stack ever. it already checks a few things like not dead in the condition set.

 

so the scoop is, according to Savetool, everything is fine.

 

according to PDTWrapper - there are some issues. i have no idea what the issues are mind you, because all it tells me is that its somehow related to nothing. but i have 93 stale calculation scripts in my current new game, which is a problem.

Posted

the good news is i probably have to start SGO3 for SexLab 1.6, anyway. im trying to decide if its worth debugging or starting on that.

Posted

If SGO 3 is going to be made fro scratch, then that's probably a better use of time. But if you're going to reuse most of SGO II and just make code changes to bring it into compliance with SL 1.60, then debugging is probably the best use of time :) Otherwise you just reuse the bug. 

:D

 

Posted

Because I use both of these mods and you did say to ask, could we ever potentially see compatibility between both Estrus Chaurus+ and this mod? Right now I have to disable parts of both mods so they don't fight over skeleton changes during 'pregnancy'. I really do love the idea behind this mod. Kids are gross. 

Posted

Because I use both of these mods and you did say to ask, could we ever potentially see compatibility between both Estrus Chaurus+ and this mod? Right now I have to disable parts of both mods so they don't fight over skeleton changes during 'pregnancy'. I really do love the idea behind this mod. Kids are gross. 

 

ANY mods that control the same nodes will fight over who actually gets to control them. Until someone gets a working framework together that will act as a "traffic cop" to manage scaling changes, you'll have to decide which mod controls what and do what you're doing as far as disabling this or that in one or the other of them.

Posted

 

Because I use both of these mods and you did say to ask, could we ever potentially see compatibility between both Estrus Chaurus+ and this mod? Right now I have to disable parts of both mods so they don't fight over skeleton changes during 'pregnancy'. I really do love the idea behind this mod. Kids are gross. 

 

ANY mods that control the same nodes will fight over who actually gets to control them. Until someone gets a working framework together that will act as a "traffic cop" to manage scaling changes, you'll have to decide which mod controls what and do what you're doing as far as disabling this or that in one or the other of them.

 

 

ah. didn't realize it was that complicated.

Posted

I was wondering if someone asked this before but would it be possible to make a script that could "swap" between 2 different belly modifiers? For example, when you use the belly inflation mod and sgo. Once the belly inflation mod does it's thing, sgo should stop trying to do this too. Onlt when the body reverts back to normal, when the belly is not inflated anymore, it switches to sgo. Basically what you would get if you turned off belly and breast growth in the MCM and then turned on the belly inflation from the other mod, but more simpler or even faster.

 

I'm not a scripter but this should be possible right? It can only work with that specific mod though.

Posted

 

I was wondering if someone asked this before but would it be possible to make a script that could "swap" between 2 different belly modifiers? For example, when you use the belly inflation mod and sgo. Once the belly inflation mod does it's thing, sgo should stop trying to do this too. Onlt when the body reverts back to normal, when the belly is not inflated anymore, it switches to sgo. Basically what you would get if you turned off belly and breast growth in the MCM and then turned on the belly inflation from the other mod, but more simpler or even faster.

 

I'm not a scripter but this should be possible right? It can only work with that specific mod though.

 

it's still in development, but keep an eye on this mod:http://www.loverslab.com/topic/49618-the-cans-cooperative-algebraic-node-sizing-framework/

Posted

 

 

I was wondering if someone asked this before but would it be possible to make a script that could "swap" between 2 different belly modifiers? For example, when you use the belly inflation mod and sgo. Once the belly inflation mod does it's thing, sgo should stop trying to do this too. Onlt when the body reverts back to normal, when the belly is not inflated anymore, it switches to sgo. Basically what you would get if you turned off belly and breast growth in the MCM and then turned on the belly inflation from the other mod, but more simpler or even faster.

 

I'm not a scripter but this should be possible right? It can only work with that specific mod though.

 

it's still in development, but keep an eye on this mod:http://www.loverslab.com/topic/49618-the-cans-cooperative-algebraic-node-sizing-framework/

 

 

Hey, thanks! Exactly what i was thinking about (without the scripting ofcourse). I really hope it's going to be expanded upon. It also removes a lot of work from the mod authors themselves too.

Posted

about an hour and a half ago i had a stroke of brilliance - engineering to track and recalculate an infinite number of npcs without any aoe effects / bombs / cloaks. it will  also allow throttling of the calculations and will allow it to work with a proper RegisterForSingleUpdate loop to prevent stacking threads.

 

i'll probably go forward with SGO 3 now, might as well since sexlab 1.6 is around the corner i think.

Posted

 

 

 

I was wondering if someone asked this before but would it be possible to make a script that could "swap" between 2 different belly modifiers? For example, when you use the belly inflation mod and sgo. Once the belly inflation mod does it's thing, sgo should stop trying to do this too. Onlt when the body reverts back to normal, when the belly is not inflated anymore, it switches to sgo. Basically what you would get if you turned off belly and breast growth in the MCM and then turned on the belly inflation from the other mod, but more simpler or even faster.

 

I'm not a scripter but this should be possible right? It can only work with that specific mod though.

 

it's still in development, but keep an eye on this mod:http://www.loverslab.com/topic/49618-the-cans-cooperative-algebraic-node-sizing-framework/

 

 

Hey, thanks! Exactly what i was thinking about (without the scripting ofcourse). I really hope it's going to be expanded upon. It also removes a lot of work from the mod authors themselves too.

 

 

as for this, we will see. i am following that thread, but he is picking up a task that i dropped beacuse all the other scaling mod authors didn't care.

Posted

about an hour and a half ago i had a stroke of brilliance - engineering to track and recalculate an infinite number of npcs without any aoe effects / bombs / cloaks. it will  also allow throttling of the calculations and will allow it to work with a proper RegisterForSingleUpdate loop to prevent stacking threads.

 

i'll probably go forward with SGO 3 now, might as well since sexlab 1.6 is around the corner i think.

 

That would be excellent! I ended up removing SGO a while back due to the thread stacking issue (I have a lot of npcs and i'd get dumps), but have been subscribed to the forum topic in hopes that you'd be able to a solution. I'm salivating :)

Posted

Question for anyone who might know the answer.

 

I know that if two mods are actively trying to change the breast nodes or belly node it causes a conflict.  But, what about the residual breast size increase of things like Milk Mod Econ and EC+?   That is, if say with EC+, an NPC is impregnated and goes through the full cycle (delivers a clutch of eggs and breasts reduce in size), there is an option for a permanent residual breast size increase (default multiplier is 1.2 or 20% I believe).  Would this residual increase cause a conflict with SGO II if later the same NPC was impregnated with soul gems or would SGO treat the increased breast size as a the "base" and increase further based on that?

Posted

I preamble this question stating that I am an idiot and I apologize.

I carry on by asking is there any feedback for when you get pregnant? I've used SexLab Matchmaker to shag a few NPCs and my character doesn't seem to be getting pregnant, even when i've put fertilization chance to maximum. What am I doing wrong?

Posted

I preamble this question stating that I am an idiot and I apologize.

 

I carry on by asking is there any feedback for when you get pregnant? I've used SexLab Matchmaker to shag a few NPCs and my character doesn't seem to be getting pregnant, even when i've put fertilization chance to maximum. What am I doing wrong?

 

At the climax you should get a message pop up top left of the screen saying something like "So-and-so is incubating another gem (X)" where "So-and-so" is the name of the character who's just been impregnated and "(X)" is the number of gems she's currently incubating.

 

If it's not happening check your MCM settings. The fertility cycle can drastically reduce your chances if it's just not the right time of the month. Switching it off might help. There's also an option to toggle if anal can result in pregnancy so be sure if you have that turned off you're not using anal animations if you want to conceive. And there's also the possibility, I suppose, that something is preventing messages pop up on screen. Try casting the ultrasound spell on your character and it will tell you if she's carrying any gems.

Posted

 

At the climax you should get a message pop up top left of the screen saying something like "So-and-so is incubating another gem (X)" where "So-and-so" is the name of the character who's just been impregnated and "(X)" is the number of gems she's currently incubating.

 

If it's not happening check your MCM settings. The fertility cycle can drastically reduce your chances if it's just not the right time of the month. Switching it off might help. There's also an option to toggle if anal can result in pregnancy so be sure if you have that turned off you're not using anal animations if you want to conceive. And there's also the possibility, I suppose, that something is preventing messages pop up on screen. Try casting the ultrasound spell on your character and it will tell you if she's carrying any gems.

 

I've fiddled with the settings, it doesn't appear to be happening at all, might it be something wrong with Matchmaker? Should I use a different sex mod?

Posted
sexlab cumshot and soulgem oven II and Fill her UP are having a conflict.  IF you select Make the player transexual, then your toon will not be able to get

 pregnant by sex.  Nor will the players toon be able to show cum infaltion as no sperm is allowed to enter the player toon.  

 

 I tested this on a new toon, for several hours.  Setting back to female in Sexlab cumshot and another soulgem is added. setting to transexual and no soulgem is added after several attemps.  Remove the transexual setting and soulgem is added on first try.  I had soulgem setting with humans to 100 percent.

 

For the test I did not have soulgem oven and fill her up installed at the same time.

 

 I am not sure if this is a problem or a planned.  And I am not sure which mod or mods have the code that is doing the blocking.

 

 I would rather Futa's as my toon is can get pregnant as they have the equipment for it.  

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