terrorofmorrowind Posted January 2, 2016 Posted January 2, 2016 As i said many times before this mod is great but could you change the milk potion for the khajiit milk to 60 seconds night vidion instead of four times damage when unarmed? It kinda fits them better tbh and since there isn't really an unarmed skill in skyrim it kinda makes it pointless. Yes i get it when you pla a khajiit yu can 8x damage when unarmed but that's probably the only good of it. Btw what version is the most recent currently?
btasqan Posted January 5, 2016 Posted January 5, 2016 Really need help. After registering mods in Creature Framework, this mod breaks. It stops working (no incubation of gems anymore..) BTW. Same issue occurs with Untamed. After registering mods in CF, I suddenly cant recruit new animals anymore.. EDIT: If I use the repar option in untamed it fixes the issue for untamed. Darkconsole can u please add a similar repair option in SGO 3? It is really missing. Without it I have to clean install sgo everytime I register mods in CF..
flufennuegr Posted January 5, 2016 Posted January 5, 2016 Really need help. After registering mods in Creature Framework, this mod breaks. It stops working (no incubation of gems anymore..) BTW. Same issue occurs with Untamed. After registering mods in CF, I suddenly cant recruit new animals anymore.. EDIT: If I use the repar option in untamed it fixes the issue for untamed. Darkconsole can u please add a similar repair option in SGO 3? It is really missing. Without it I have to clean install sgo everytime I register mods in CF.. Do you use sexlab werewolves? Have found that that makes SGO3 stop working properly. I still use Creature Framework and after removing SexLab Werewolves SGO3 works just fine. Creature Framework has it's own problems.
btasqan Posted January 5, 2016 Posted January 5, 2016 I once did this and then it worked well. But now even without werewolves it still has the issues . Somehow random..
btasqan Posted January 5, 2016 Posted January 5, 2016 Really need help. After registering mods in Creature Framework, this mod breaks. It stops working (no incubation of gems anymore..) BTW. Same issue occurs with Untamed. After registering mods in CF, I suddenly cant recruit new animals anymore.. EDIT: If I use the repar option in untamed it fixes the issue for untamed. Darkconsole can u please add a similar repair option in SGO 3? It is really missing. Without it I have to clean install sgo everytime I register mods in CF.. Do you use sexlab werewolves? Have found that that makes SGO3 stop working properly. I still use Creature Framework and after removing SexLab Werewolves SGO3 works just fine. Creature Framework has it's own problems. Edit. Thanks man! I uninstalled and made a clean save without werewolves. Works fine again
flufennuegr Posted January 5, 2016 Posted January 5, 2016 Really need help. After registering mods in Creature Framework, this mod breaks. It stops working (no incubation of gems anymore..) BTW. Same issue occurs with Untamed. After registering mods in CF, I suddenly cant recruit new animals anymore.. EDIT: If I use the repar option in untamed it fixes the issue for untamed. Darkconsole can u please add a similar repair option in SGO 3? It is really missing. Without it I have to clean install sgo everytime I register mods in CF.. Do you use sexlab werewolves? Have found that that makes SGO3 stop working properly. I still use Creature Framework and after removing SexLab Werewolves SGO3 works just fine. Creature Framework has it's own problems. Edit. Thanks man! I uninstalled and made a clean save without werewolves. Works fine again Glad I could help. I spent almost a month on this and then some one suggested SexLab Werewolves to me and it fixed the problem for me.
unmog Posted January 6, 2016 Posted January 6, 2016 Thanks for the great mod. I dont use all of the features but I do like the overall idea of it. Basically for every action there should be a possible reaction And considering most child mods I saw suck I liked how this one worked. Still, nothing "major" to report... just a question. So, I figured out that I needed to use the power, birthed some gems, milked myself... everything supposedly normal. Except one thing... the texture overlay for milking breasts never went away. I tried bathing and that didnt work either. Is it supposed to go away after your not milking anymore, or a certain time? Any way I can clean it off or do I just need to keep waiting, if so about for how long? Like I said not a huge issue, just something I noticed after giving birth [like a day or two in game] that I cant figure out and starts messing with my OCD the more I cant fix it~~~ :/ And no Im not pregnant again, everything should be all taken care of... right? I figure some overlay thing got stuck is all, but not sure how to remove it.
chajapa Posted January 6, 2016 Posted January 6, 2016 I'm using 3.03a from a previous post. After using this for like.... forever.... And really diggin' SGO3, there are a couple of things I'd like to see.....adjusted. I know these are personal preference kinda things, but I'm tossing them out there... Breast size. I absolutely love the use of maths to simulate filling at different stages, however I find that when max milks is set to 9 (why not 10?) I have to remove almost half before the breasts start to scale down visibly. Is there a way to "soften" that formula such that I will see a reduction in size when going from 9 to 8 milks? I don't want to bypass the formula. It's actually quite brilliant. I'd just like to see the steps from say, 5 to 9 as right now they are nearly indiscernible to me visually. Cum inflation. Without using "Hold" is there a possibility of allowing for a bit more inflation? Slower deflation? So that if she's getting gang banged she appears more "full" ? It seems there is a hard upper limit on the scale and the deflation happens so quickly it's hard to "build up" a load without holding. And does "Hold" work on NPCs? If yes..... how do you release? If I play my male PC, I'd love to see his follower(s) sporting a cum load after an entire evening of repeatedly being used as cock sleeves.
Koffii Posted January 6, 2016 Posted January 6, 2016 Personally I'd love to be able to turn off the animations, or at least the undressing. Undressing breaks DD, since it will strip the devices.
darkconsole Posted January 6, 2016 Author Posted January 6, 2016 Hi darkconsole, I would like to integrate the SGO with my SLSF. To be brief, my mod introduce various counter divided by Location About the Fame of the PC. One of this fame type is 'Pregnant' so: I would like to know if there's any properties/event/faction/papyrus that I can use to monitorate the Belly Inflation from the SGO or if you're interested in adding one of my PapyrusUtil command to trigger the fame gain from my mod (all without dependancies), in the next version of SGO. what are the conditions that need to be met to trigger whatever it is you want to do? i can add it if its a soft dependency or i can add more mod events that can be watched for. As i said many times before this mod is great but could you change the milk potion for the khajiit milk to 60 seconds night vidion instead of four times damage when unarmed? It kinda fits them better tbh and since there isn't really an unarmed skill in skyrim it kinda makes it pointless. Yes i get it when you pla a khajiit yu can 8x damage when unarmed but that's probably the only good of it. Btw what version is the most recent currently? therea re already 1029380485 mods which add night vision drinks, and all of them you have to drink once to turn it on and drink again to turn it off and i thought that was dumb. plus it would do nothing for NPCs.
darkconsole Posted January 6, 2016 Author Posted January 6, 2016 Personally I'd love to be able to turn off the animations, or at least the undressing. Undressing breaks DD, since it will strip the devices. i can actually detect a devious device and just magically not.
Versh Posted January 6, 2016 Posted January 6, 2016 Hi darkconsole, I would like to integrate the SGO with my SLSF. To be brief, my mod introduce various counter divided by Location About the Fame of the PC. One of this fame type is 'Pregnant' so: I would like to know if there's any properties/event/faction/papyrus that I can use to monitorate the Belly Inflation from the SGO or if you're interested in adding one of my PapyrusUtil command to trigger the fame gain from my mod (all without dependancies), in the next version of SGO. what are the conditions that need to be met to trigger whatever it is you want to do? i can add it if its a soft dependency or i can add more mod events that can be watched for. Tnx for the Disponibility. Yes, All the SLSF could be interacted with Easy/Soft Dependancy I need an element to look when the status of pregnancy is obvious to a casual observer. I don't know, a Mageff, a Faction, a Papyrus Util, something that persist with the belly inflation GetFloatValue(who,"SGO.Body.Belly.Initial") And GetFloatValue(who,"SGO.Body.Belly.Current") maybe could be useful to me, but I'd like your opinion, and also ask when the difference of those two could be considered a "Visible Pregnancy"? 0.2? 0.5? 284.3? Or, if you want a direct control over the Gains, a simple add of that command: ;This When Should start to Gain Fame StorageUtil.SetIntValue(None, "SLSF.PeriodicFameGain.PC.Pregnant", 1) ;Enabled ;This When Should stop to Gain Fame StorageUtil.SetIntValue(None, "SLSF.PeriodicFameGain.PC.Pregnant", 0) ;Disabled Note: the periodic Gain auto disable itself when the game get loaded (as safe mesure), so it need to be refreshed in that case. Which you prefer, to me is equal Instead, for the 'Give Birth', I think that a Send ModEvent could be better (could be useful also to others). Let me know what you choose.
Code Serpent Posted January 6, 2016 Posted January 6, 2016 DarkConsole, have you thought of replacing the skeleton scaling with Bodyslide scaling, similarly to how it's done in WeightMorphs? I think its done in a similar way through NetImmerse Override, and I think that the Bodyslide pregnancy belly looks much better on most outfits compared to skeleton scaling.
darkconsole Posted January 6, 2016 Author Posted January 6, 2016 Hi darkconsole, I would like to integrate the SGO with my SLSF. To be brief, my mod introduce various counter divided by Location About the Fame of the PC. One of this fame type is 'Pregnant' so: I would like to know if there's any properties/event/faction/papyrus that I can use to monitorate the Belly Inflation from the SGO or if you're interested in adding one of my PapyrusUtil command to trigger the fame gain from my mod (all without dependancies), in the next version of SGO. what are the conditions that need to be met to trigger whatever it is you want to do? i can add it if its a soft dependency or i can add more mod events that can be watched for. Tnx for the Disponibility. Yes, All the SLSF could be interacted with Easy/Soft Dependancy I need an element to look when the status of pregnancy is obvious to a casual observer. I don't know, a Mageff, a Faction, a Papyrus Util, something that persist with the belly inflation GetFloatValue(who,"SGO.Body.Belly.Initial") And GetFloatValue(who,"SGO.Body.Belly.Current") maybe could be useful to me, but I'd like your opinion, and also ask when the difference of those two could be considered a "Visible Pregnancy"? 0.2? 0.5? 284.3? Or, if you want a direct control over the Gains, a simple add of that command: ;This When Should start to Gain Fame StorageUtil.SetIntValue(None, "SLSF.PeriodicFameGain.PC.Pregnant", 1) ;Enabled ;This When Should stop to Gain Fame StorageUtil.SetIntValue(None, "SLSF.PeriodicFameGain.PC.Pregnant", 0) ;Disabled Note: the periodic Gain auto disable itself when the game get loaded (as safe mesure), so it need to be refreshed in that case. Which you prefer, to me is equal Instead, for the 'Give Birth', I think that a Send ModEvent could be better (could be useful also to others). Let me know what you choose. one way this could be done, SGO currently emits events every time a gem has reached the next stage of maturation. "SGO.OnGemProgress" which passes the Actor that has triggered it and an array that gives the status of the gems. you could completely ignore the array and try something like this: ;; preparing with soft dependnecy. fill via GetFromFromFile, etc. Property dcc_sgo_QuestController SGO Auto Function OnSGOGemProgress(Actor Who, Int[] Gems) Float CurrentState = SGO.ActorGemGetPercent(Who) ;; on a range of 0 to 100, how pregnant are you? ;; maths that determine pregnancy progress with CurrentState ;; as related to your reputation status. EndFunction you can also trigger that same function on SGO.OnBirthed so that you get deminishing returns after a gem is forced out. if this is a good solution for you, then i only need to perform a small update to trigger OnBirthed during the transfer animation as that is technically also a birthing that way all gem losses are tracked.
darkconsole Posted January 7, 2016 Author Posted January 7, 2016 RE: SGO 3 CRASHES MY GAME ALL THE TIME. (e.g. no its not) Update your Papyrus Util again. http://www.loverslab.com/files/file/484-papyrusutil/ PapyrusUtil 3.2 ChangeLog: Many fixes for various CTD and performance issues See if that helps. I don't have crashing issues though. Also stop being bad and get on SexLab 1.6 already. I don't care what you think is wrong with it. RE: SGO 3 DOESN'T CRASH MY GAME ALL THE TIME. (e.g. i know) Still update your PapyrusUtil. There are some new functions in 3.2 I am going to use so you are going to be forced into it anyway.
Versh Posted January 7, 2016 Posted January 7, 2016 Hi darkconsole, I would like to integrate the SGO with my SLSF. To be brief, my mod introduce various counter divided by Location About the Fame of the PC. One of this fame type is 'Pregnant' so: I would like to know if there's any properties/event/faction/papyrus that I can use to monitorate the Belly Inflation from the SGO or if you're interested in adding one of my PapyrusUtil command to trigger the fame gain from my mod (all without dependancies), in the next version of SGO. what are the conditions that need to be met to trigger whatever it is you want to do? i can add it if its a soft dependency or i can add more mod events that can be watched for. Tnx for the Disponibility. Yes, All the SLSF could be interacted with Easy/Soft Dependancy I need an element to look when the status of pregnancy is obvious to a casual observer. I don't know, a Mageff, a Faction, a Papyrus Util, something that persist with the belly inflation GetFloatValue(who,"SGO.Body.Belly.Initial") And GetFloatValue(who,"SGO.Body.Belly.Current") maybe could be useful to me, but I'd like your opinion, and also ask when the difference of those two could be considered a "Visible Pregnancy"? 0.2? 0.5? 284.3? Or, if you want a direct control over the Gains, a simple add of that command: ;This When Should start to Gain Fame StorageUtil.SetIntValue(None, "SLSF.PeriodicFameGain.PC.Pregnant", 1) ;Enabled ;This When Should stop to Gain Fame StorageUtil.SetIntValue(None, "SLSF.PeriodicFameGain.PC.Pregnant", 0) ;Disabled Note: the periodic Gain auto disable itself when the game get loaded (as safe mesure), so it need to be refreshed in that case. Which you prefer, to me is equal Instead, for the 'Give Birth', I think that a Send ModEvent could be better (could be useful also to others). Let me know what you choose. one way this could be done, SGO currently emits events every time a gem has reached the next stage of maturation. "SGO.OnGemProgress" which passes the Actor that has triggered it and an array that gives the status of the gems. you could completely ignore the array and try something like this: ;; preparing with soft dependnecy. fill via GetFromFromFile, etc. Property dcc_sgo_QuestController SGO Auto Function OnSGOGemProgress(Actor Who, Int[] Gems) Float CurrentState = SGO.ActorGemGetPercent(Who) ;; on a range of 0 to 100, how pregnant are you? ;; maths that determine pregnancy progress with CurrentState ;; as related to your reputation status. EndFunction you can also trigger that same function on SGO.OnBirthed so that you get deminishing returns after a gem is forced out. if this is a good solution for you, then i only need to perform a small update to trigger OnBirthed during the transfer animation as that is technically also a birthing that way all gem losses are tracked. ...guess what? I was checking the wrong version of your mod... I was sure to check the 302 and I was on the 209... I love classics... I'll take a look in the right version now, maybe there's no need of assistance. Fear Not! I'll be back when I have ready some other new errors...
kariturbo Posted January 7, 2016 Posted January 7, 2016 Hi, this is my first post. I just wanted to say I love this mod, and had a request for a feature. Too much damage (again and again, not a one time thing) has a chance to break a soulgem, and maybe give some temporary penalties after this.
Content Consumer Posted January 7, 2016 Posted January 7, 2016 Hi, this is my first post. I just wanted to say I love this mod, and had a request for a feature. Too much damage (again and again, not a one time thing) has a chance to break a soulgem, and maybe give some temporary penalties after this. Ooh, or convert back into fragments!
EvilReFlex Posted January 7, 2016 Posted January 7, 2016 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
MonaS Posted January 7, 2016 Posted January 7, 2016 I just upgraded to Schlongs of Skyrim 3.00.004, and now when I harvest semen the guys no longer have an erection while wanking. It's a minor thing, but slightly annoying. I tried reinstalling both SoS and SGO in different order, but no luck... Now, I read on the SoS support thread that the erection spell no longer works. Could that be related (i.e. is that the effect that SGO uses)? Btw, I do have some worrying stuff in the log: [01/08/2016 - 01:06:45AM] SEXLAB - NOTICE: ValidateActor(Mirabelle Ervine) -- TRUE -- HIT[01/08/2016 - 01:07:07AM] slaScanner start time is ....1241.868042[01/08/2016 - 01:07:08AM] Found 2 arousedActors[01/08/2016 - 01:07:08AM] Found 0 nakedActors[01/08/2016 - 01:07:08AM] slaScanner After getting actors is ....1243.086060, player is naked False, Actor Count 2[01/08/2016 - 01:07:09AM] slaScanner end time is ....1243.485962[01/08/2016 - 01:07:09AM] Next update in 120.000000[01/08/2016 - 01:07:23AM] SEXLAB - NOTICE: ValidateActor(Eva) -- TRUE -- HIT[01/08/2016 - 01:07:29AM] ERROR: Cannot call UnregisterForUpdate() on a None object, aborting function callstack: [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller.PersistHackClear() - "dcc_sgo_QuestController.psc" Line 1910 [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller_updateloop.OnUpdate_CleanPersistHack() - "dcc_sgo_QuestController_UpdateLoop.psc" Line 147 [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller_updateloop.OnUpdate() - "dcc_sgo_QuestController_UpdateLoop.psc" Line 30[01/08/2016 - 01:07:29AM] ERROR: Cannot call GetDisplayName() on a None object, aborting function callstack: [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller.PersistHackClear() - "dcc_sgo_QuestController.psc" Line 1911 [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller_updateloop.OnUpdate_CleanPersistHack() - "dcc_sgo_QuestController_UpdateLoop.psc" Line 147 [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller_updateloop.OnUpdate() - "dcc_sgo_QuestController_UpdateLoop.psc" Line 30[01/08/2016 - 01:07:29AM] Warning: Assigning None to a non-object variable named "::temp270"stack: [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller.PersistHackClear() - "dcc_sgo_QuestController.psc" Line 1911 [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller_updateloop.OnUpdate_CleanPersistHack() - "dcc_sgo_QuestController_UpdateLoop.psc" Line 147 [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller_updateloop.OnUpdate() - "dcc_sgo_QuestController_UpdateLoop.psc" Line 30[01/08/2016 - 01:07:32AM] [Zad]: Set slot mask to [0]: 0[01/08/2016 - 01:07:33AM] [Zad]: Set slot mask to [337641472]: 337641472[01/08/2016 - 01:07:34AM] [Zad]: Set slot mask to [0]: 0[01/08/2016 - 01:07:36AM] ERROR: Cannot call UnregisterForUpdate() on a None object, aborting function callstack: [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller.PersistHackClear() - "dcc_sgo_QuestController.psc" Line 1910 [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller_updateloop.OnUpdate_CleanPersistHack() - "dcc_sgo_QuestController_UpdateLoop.psc" Line 147 [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller_updateloop.OnUpdate() - "dcc_sgo_QuestController_UpdateLoop.psc" Line 30[01/08/2016 - 01:07:36AM] ERROR: Cannot call GetDisplayName() on a None object, aborting function callstack: [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller.PersistHackClear() - "dcc_sgo_QuestController.psc" Line 1911 [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller_updateloop.OnUpdate_CleanPersistHack() - "dcc_sgo_QuestController_UpdateLoop.psc" Line 147 [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller_updateloop.OnUpdate() - "dcc_sgo_QuestController_UpdateLoop.psc" Line 30[01/08/2016 - 01:07:36AM] Warning: Assigning None to a non-object variable named "::temp270"stack: [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller.PersistHackClear() - "dcc_sgo_QuestController.psc" Line 1911 [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller_updateloop.OnUpdate_CleanPersistHack() - "dcc_sgo_QuestController_UpdateLoop.psc" Line 147 [dcc_sgo_QuestController (1E000D62)].dcc_sgo_questcontroller_updateloop.OnUpdate() - "dcc_sgo_QuestController_UpdateLoop.psc" Line 30[01/08/2016 - 01:07:48AM] [CF][Framework] Cleared log Form DB
Lifty Posted January 11, 2016 Posted January 11, 2016 Can't get CK to save script edits to .pex ...But I need more Gemslots, at least 30!! ლ(ಠ_ಠლ)
barak43 Posted January 11, 2016 Posted January 11, 2016 Can't get CK to save script edits to .pex ... But I need more Gemslots, at least 30!! ლ(ಠ_ಠლ) the CK doesn't always compile correctly scripts. to compile the scripts you can use directly the compiler though a good text editor like notepad++ here is a link to set up notepad++ if you're interested http://www.creationkit.com/Notepad%2B%2B_Setup
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