darkconsole Posted January 19, 2016 Author Posted January 19, 2016 Not a complaint, just a question. When I use the menu to impregnate an NPC (or, for that matter, the PC) with a soulgem, a listbox appears with a list of soulgems to use. Are these sorted in any particular order? In my current case, I have quite a number of soulgem fragments that appear in the list. Are they sorted from smallest to largest? Or does it even matter for soulgem fragments as to how long they will take to mature? Thanks very much for the mod, by the way. no they are sorted in whatever way the game decided, which i think tends to be like by its internal ID or something. all actual "fragments" are equal to 0 which is the same as starting from sex or insemination. now after having typed that outloud i feel fragments should actually start you off at something like a random number between 0.25 and 0.75. FOR IMMERSION AND COUNTRY! I started using your mod and I love it but I have a question. Does the milk leak texture not show for NPCs? I even increased the overlay slots. they should after they are 50% or more full.
Deathmaw Posted January 19, 2016 Posted January 19, 2016 Time to try and reinstall this been having some weird bugs with it like my follower gets pregnant with a gem but the SGO menu says she is not pregnant. Papyrus Util is up to date as are all the requirements. I did disable it from the mcm at the start of my game then renabled it in the mcm. Maybe that borked it I don't know. *Edit* Ok did a clean reinstall of the mod. Seems to be working properly now. Although the gem count still says 0 straight after sex has just told me she is incubating another gem. It changes to one after some time. I'm guessing this is due to the first stage being below petty and thus unbirthable? So a couple of points. *I play a male character are my balls meant to empty during sex? As they never do, the only way to empty them is to masturbate. *Changing the scaling options doesn't have any effect until a new level of milk or gems happens. Whether that is a decrease or increase. *Disabling scaling while breasts are scaled up doesn't reset them. Even if you then milk. They just stay huge. On an unrelated note is there a list of which birthing animation corresponds to which number?
pushto Posted January 19, 2016 Posted January 19, 2016 I am currently still using SGO2, since I like its simplicity & functionality. However, for some reason impregnation by having sex is not working; After the intercourse, the female still has 0/10 capacity. Yes you can impregnate by using a spell. Is SGO2 even compatible with the latest SL?
barak43 Posted January 19, 2016 Posted January 19, 2016 I am currently still using SGO2, since I like its simplicity & functionality. However, for some reason impregnation by having sex is not working; After the intercourse, the female still has 0/10 capacity. Yes you can impregnate by using a spell. Is SGO2 even compatible with the latest SL? no idea you should just update to SGO3 ^^,
darkconsole Posted January 19, 2016 Author Posted January 19, 2016 I am currently still using SGO2, since I like its simplicity & functionality. However, for some reason impregnation by having sex is not working; After the intercourse, the female still has 0/10 capacity. Yes you can impregnate by using a spell. Is SGO2 even compatible with the latest SL? no idea you should just update to SGO3 ^^, no idea. it probably technically is but i did sgo3 with sl 1.6 on purpose as it was a logical time for the evolution.
pushto Posted January 19, 2016 Posted January 19, 2016 I am currently still using SGO2, since I like its simplicity & functionality. However, for some reason impregnation by having sex is not working; After the intercourse, the female still has 0/10 capacity. Yes you can impregnate by using a spell. Is SGO2 even compatible with the latest SL? no idea you should just update to SGO3 ^^, no idea. it probably technically is but i did sgo3 with sl 1.6 on purpose as it was a logical time for the evolution. Well, I don't see why not evolve when you can. Updating to SGO3!
darkconsole Posted January 19, 2016 Author Posted January 19, 2016 > *Edit* Ok did a clean reinstall of the mod. Seems to be working properly now. Although the gem count still says 0 straight after sex has just told me she is incubating another gem. It changes to one after some time. I'm guessing this is due to the first stage being below petty and thus unbirthable? correct. > *I play a male character are my balls meant to empty during sex? As they never do, the only way to empty them is to masturbate. that was an oversight on my part and has been pointed out multiple times while i continue to oversight it for some reason. > *Changing the scaling options doesn't have any effect until a new level of milk or gems happens. Whether that is a decrease or increase. correct. > On an unrelated note is there a list of which birthing animation corresponds to which number? at some point i want to have a list in the MCM with pictures.
flufennuegr Posted January 19, 2016 Posted January 19, 2016 Not a complaint, just a question. When I use the menu to impregnate an NPC (or, for that matter, the PC) with a soulgem, a listbox appears with a list of soulgems to use. Are these sorted in any particular order? In my current case, I have quite a number of soulgem fragments that appear in the list. Are they sorted from smallest to largest? Or does it even matter for soulgem fragments as to how long they will take to mature? Thanks very much for the mod, by the way. I have found that the gem list starts at the top with the lowest level unfilled gem, (petty) and proceeds to the largest level unfilled gem, (black) and then starts with the lowest level filled gem and then proceeds to the largest level filled gem. This has been my experience with it. I haven't had the soulgem fragments show up in my list, but I am very picky about not picking them up to star with.
pushto Posted January 20, 2016 Posted January 20, 2016 Hey darkconsole, SGO3 is just as amazing as SGO2, if not better: Most of all, the mod is reacting super-fast compared to the last version, not to mention that my save file is filled with over 6300 scripts running 160000 script instances
darkconsole Posted January 20, 2016 Author Posted January 20, 2016 Hey darkconsole, SGO3 is just as amazing as SGO2, if not better: Most of all, the mod is reacting super-fast compared to the last version, not to mention that my save file is filled with over 6300 scripts running 160000 script instances glad to hear it. it should be pretty snappy compared to v2 especially when you got lots of pregnant actors. a lot of the work is offloaded while you're just dicking around skyrim not even paying attention, instead of all at once when you walk into a room full of preggos.
PubliusNV Posted January 20, 2016 Posted January 20, 2016 Not a complaint, just a question. When I use the menu to impregnate an NPC (or, for that matter, the PC) with a soulgem, a listbox appears with a list of soulgems to use. Are these sorted in any particular order? In my current case, I have quite a number of soulgem fragments that appear in the list. Are they sorted from smallest to largest? Or does it even matter for soulgem fragments as to how long they will take to mature? Thanks very much for the mod, by the way. I have found that the gem list starts at the top with the lowest level unfilled gem, (petty) and proceeds to the largest level unfilled gem, (black) and then starts with the lowest level filled gem and then proceeds to the largest level filled gem. This has been my experience with it. I haven't had the soulgem fragments show up in my list, but I am very picky about not picking them up to star with. Thanks, that is what I suspected but could not be sure of. By the way, I never used to pick up soulgem fragments either, but then I realized that SGO3 finally made them useful for something.
pushto Posted January 20, 2016 Posted January 20, 2016 A quick question, master darkconsole! Is NPC-to-NPC impregnation disabled in SGO3? Currently, the player character can definitely impregnate NPCs, but the intercourse between NPCs do not result in 'bearing another gem' even when the chance is set at 100%.
Hybris50 Posted January 20, 2016 Posted January 20, 2016 Not sure what is going on but for some reason in NMM this mod shows up as Tabookies Whiterun Retexture. Everything seems to be running right but still it threw me off for a while when looking to install the mod.
aim4it Posted January 20, 2016 Posted January 20, 2016 Not sure what is going on but for some reason in NMM this mod shows up as Tabookies Whiterun Retexture. Everything seems to be running right but still it threw me off for a while when looking to install the mod. its cause MO sees version 302 as a nexus id. You can fix it by deleting or editing the meta.ini
txzeenath Posted January 20, 2016 Posted January 20, 2016 Not sure what is going on but for some reason in NMM this mod shows up as Tabookies Whiterun Retexture. Everything seems to be running right but still it threw me off for a while when looking to install the mod. its cause MO sees version 302 as a nexus id. You can fix it by deleting or editing the meta.ini This. http://www.nexusmods.com/skyrim/mods/302/ dcc-soulgem-oven-302.zip Version 2-302-2.zip NMM reporting mods wrong like that is pretty common. Seen threads where the same person reported a mod as being 5 different names. A quick question, master darkconsole! Is NPC-to-NPC impregnation disabled in SGO3? Currently, the player character can definitely impregnate NPCs, but the intercourse between NPCs do not result in 'bearing another gem' even when the chance is set at 100%. It's not disabled. Enable debug messages in SGO's MCM and see if you get a "Preg chance fail", "Preg chance success" or "Encounter did not have a viable combo". Maybe the factions aren't being set properly for the NPCs. May need to try on a fresh game if you haven't. Event OnEncounterEnding(String EventName, String Args, Float Argc, Form From) {handler for sexlab encounters ending.} Actor[] ActorList = SexLab.HookActors(Args) Int[] ActorBio = PapyrusUtil.IntArray(ActorList.Length) sslBaseAnimation Animation = SexLab.HookAnimation(Args) Int PartyBio = 0 Int MaleCount = 0 Int BeastCount = 0 Bool Preg = 0 Int x ;;;;;;;; ;;;;;;;; ;; check if the animation type even included penetration. If(!Animation.IsVaginal && !(self.OptPregIncludeAnal && Animation.IsAnal)) self.PrintDebug("Scene did not appear to include inseminable actions.") Return EndIf ;;;;;;;; ;;;;;;;; ;; we need to go through the party and determine which biological ;; features they are capable of providing to the mix. because of the way ;; SexLab animations and just how you play the game in general works, ;; all characters able to recieve bounties will get them if there is at ;; least one character able to produce them. we cannot really reliably ;; trust who is the pitcher and who is the catcher with the animations ;; even more so when there is more than two actors. x = 0 While(x < ActorList.Length) ActorBio[x] = self.ActorGetBiologicalFunctions(ActorList[x]) PartyBio = Math.LogicalOr(PartyBio,ActorBio[x]) ;; determine what pitchers we have for determining which preg ;; chance to use. If(Math.LogicalAnd(ActorBio[x],self.BioIsBeast) > 0) BeastCount += 1 ElseIf(Math.LogicalAnd(ActorBio[x],self.BioInseminate) > 0) MaleCount += 1 EndIf x += 1 EndWhile If(Math.LogicalAnd(PartyBio,(self.BioInseminate + self.BioProduceGems)) != (self.BioInseminate + self.BioProduceGems)) ;; if we didn't have a winning combination of fuel and ovens ;; available there is no point in proceeeding. self.PrintDebug("Encounter did not have a viable combo (" + PartyBio + " (" + (self.BioInseminate + self.BioProduceGems) + ")).") Return EndIf ;;;;;;;; ;;;;;;;; x = 0 While(x < ActorList.Length) If(MaleCount > 0) Preg = (Utility.RandomInt(0,100) <= self.ActorGetPregChance(ActorList[x],FALSE)) Else Preg = (Utility.RandomInt(0,100) <= self.ActorGetPregChance(ActorList[x],TRUE)) EndIf If(Preg) self.PrintDebug("Preg Chance Success for " + ActorList[x].GetDisplayName()) Else self.PrintDebug("Preg Chance Fail for " + ActorList[x].GetDisplayName()) EndIf If(Math.LogicalAnd(ActorBio[x],self.BioProduceGems) == self.BioProduceGems) If(Preg) self.ActorGemAdd(ActorList[x]) EndIf If(self.OptCumInflation) ;; cancel any currently happening cum effects before applying ;; the new one, which will pick up where the previous left off. ActorList[x].RemoveSpell(self.dcc_sgo_SpellDeflate) ActorList[x].RemoveSpell(self.dcc_sgo_SpellInflate) ActorList[x].AddSpell(self.dcc_sgo_SpellInflate) EndIf EndIf x += 1 EndWhile Return EndEvent
chajapa Posted January 20, 2016 Posted January 20, 2016 Things I'd like to see in next itteration: #1 In MCM, a way to set defaults for global scaling. Global Breast scaling OFF/ON Global Belly Scaling OFF/ON etc So that when you go into MCM you can have the option of having everyone OFF and only turning ON for select individual and vice versa #2 A way to "flatten the curve" for breast scaling. If max milk is set to (for example) 9....then any increase past about 4 or 5 is so small visually as to be unnoticeable. Conversely, if max is 9 then decreasing doesn't show visually until you get down to 4 or so. You really only see about 4 increments. Tried setting to max=5 and you still only get like 3 visual "steps". The rest are too small to see. Just my thoughts..... it's a keeper either way, but .... just sayin'
darkconsole Posted January 20, 2016 Author Posted January 20, 2016 Not sure what is going on but for some reason in NMM this mod shows up as Tabookies Whiterun Retexture. Everything seems to be running right but still it threw me off for a while when looking to install the mod. i am going to have to change the file name format i guess. this is annoying as fuck. as much as i hate nmm.
barak43 Posted January 20, 2016 Posted January 20, 2016 Things I'd like to see in next itteration: #1 In MCM, a way to set defaults for global scaling. Global Breast scaling OFF/ON Global Belly Scaling OFF/ON etc So that when you go into MCM you can have the option of having everyone OFF and only turning ON for select individual and vice versa #2 A way to "flatten the curve" for breast scaling. If max milk is set to (for example) 9....then any increase past about 4 or 5 is so small visually as to be unnoticeable. Conversely, if max is 9 then decreasing doesn't show visually until you get down to 4 or so. You really only see about 4 increments. Tried setting to max=5 and you still only get like 3 visual "steps". The rest are too small to see. Just my thoughts..... it's a keeper either way, but .... just sayin' having the option to disable the breast milking would be great. while it's easy to stop the scaling, you can't stop the milking producing. i say that since i use MME too, and having two kind of milk is a little immersion breaking for me (though nothing too big for me to stop using this wonderful mod hehe) what would be awesome is to have a direct link between SGO and MME, though i'm not sure how hard it would be to do (and i'm sure you must have lot of people asking about it already xD ) Not sure what is going on but for some reason in NMM this mod shows up as Tabookies Whiterun Retexture. Everything seems to be running right but still it threw me off for a while when looking to install the mod. i am going to have to change the file name format i guess. this is annoying as fuck. as much as i hate nmm. i have to say i agree with you on that xD
pushto Posted January 21, 2016 Posted January 21, 2016 It's not disabled. Enable debug messages in SGO's MCM and see if you get a "Preg chance fail", "Preg chance success" or "Encounter did not have a viable combo". Maybe the factions aren't being set properly for the NPCs. May need to try on a fresh game if you haven't. Event OnEncounterEnding(String EventName, String Args, Float Argc, Form From) {handler for sexlab encounters ending.} Actor[] ActorList = SexLab.HookActors(Args) Int[] ActorBio = PapyrusUtil.IntArray(ActorList.Length) sslBaseAnimation Animation = SexLab.HookAnimation(Args) Int PartyBio = 0 Int MaleCount = 0 Int BeastCount = 0 Bool Preg = 0 Int x ;;;;;;;; ;;;;;;;; ;; check if the animation type even included penetration. If(!Animation.IsVaginal && !(self.OptPregIncludeAnal && Animation.IsAnal)) self.PrintDebug("Scene did not appear to include inseminable actions.") Return EndIf ;;;;;;;; ;;;;;;;; ;; we need to go through the party and determine which biological ;; features they are capable of providing to the mix. because of the way ;; SexLab animations and just how you play the game in general works, ;; all characters able to recieve bounties will get them if there is at ;; least one character able to produce them. we cannot really reliably ;; trust who is the pitcher and who is the catcher with the animations ;; even more so when there is more than two actors. x = 0 While(x < ActorList.Length) ActorBio[x] = self.ActorGetBiologicalFunctions(ActorList[x]) PartyBio = Math.LogicalOr(PartyBio,ActorBio[x]) ;; determine what pitchers we have for determining which preg ;; chance to use. If(Math.LogicalAnd(ActorBio[x],self.BioIsBeast) > 0) BeastCount += 1 ElseIf(Math.LogicalAnd(ActorBio[x],self.BioInseminate) > 0) MaleCount += 1 EndIf x += 1 EndWhile If(Math.LogicalAnd(PartyBio,(self.BioInseminate + self.BioProduceGems)) != (self.BioInseminate + self.BioProduceGems)) ;; if we didn't have a winning combination of fuel and ovens ;; available there is no point in proceeeding. self.PrintDebug("Encounter did not have a viable combo (" + PartyBio + " (" + (self.BioInseminate + self.BioProduceGems) + ")).") Return EndIf ;;;;;;;; ;;;;;;;; x = 0 While(x < ActorList.Length) If(MaleCount > 0) Preg = (Utility.RandomInt(0,100) <= self.ActorGetPregChance(ActorList[x],FALSE)) Else Preg = (Utility.RandomInt(0,100) <= self.ActorGetPregChance(ActorList[x],TRUE)) EndIf If(Preg) self.PrintDebug("Preg Chance Success for " + ActorList[x].GetDisplayName()) Else self.PrintDebug("Preg Chance Fail for " + ActorList[x].GetDisplayName()) EndIf If(Math.LogicalAnd(ActorBio[x],self.BioProduceGems) == self.BioProduceGems) If(Preg) self.ActorGemAdd(ActorList[x]) EndIf If(self.OptCumInflation) ;; cancel any currently happening cum effects before applying ;; the new one, which will pick up where the previous left off. ActorList[x].RemoveSpell(self.dcc_sgo_SpellDeflate) ActorList[x].RemoveSpell(self.dcc_sgo_SpellInflate) ActorList[x].AddSpell(self.dcc_sgo_SpellInflate) EndIf EndIf x += 1 EndWhile Return EndEvent You know what, I tried the NPC-to-NPC impregnation again, and it somehow worked. Well I guess I must have missed the MCM message.. Thnx for the input!
CliftonJD Posted January 21, 2016 Posted January 21, 2016 Things I'd like to see in next itteration: #1 In MCM, a way to set defaults for global scaling. Global Breast scaling OFF/ON Global Belly Scaling OFF/ON etc So that when you go into MCM you can have the option of having everyone OFF and only turning ON for select individual and vice versa #2 A way to "flatten the curve" for breast scaling. If max milk is set to (for example) 9....then any increase past about 4 or 5 is so small visually as to be unnoticeable. Conversely, if max is 9 then decreasing doesn't show visually until you get down to 4 or so. You really only see about 4 increments. Tried setting to max=5 and you still only get like 3 visual "steps". The rest are too small to see. Just my thoughts..... it's a keeper either way, but .... just sayin' i'd like to see a gem type listed for gems in the oven and a setting to take only 1 or even only those that are fully matured
Acejhm1 Posted January 25, 2016 Posted January 25, 2016 Question, are bandits and other non-persistent characters banned from scaling? I captured a bandits using defeat and gave her 12 soulgems, but even after waiting ill full maturity there was zero scaling. I tested on a named npc and myself and it worked fine. Since the debug message said "Actor will persist" when I tested on a named npc, I thought that perhaps because the bandit CAN despawn (though it won't if the bandit is captured via display model or defeat) it wasn't working? Idk, I've tried all kinds of console commands trying to set the faction different and make bandits essential and such, but it didn't work.
parruyo Posted January 25, 2016 Posted January 25, 2016 What happened with dcc-soulgem-oven-303a version?
CliftonJD Posted January 25, 2016 Posted January 25, 2016 Question, are bandits and other non-persistent characters banned from scaling? I captured a bandits using defeat and gave her 12 soulgems, but even after waiting ill full maturity there was zero scaling. I tested on a named npc and myself and it worked fine. Since the debug message said "Actor will persist" when I tested on a named npc, I thought that perhaps because the bandit CAN despawn (though it won't if the bandit is captured via display model or defeat) it wasn't working? Idk, I've tried all kinds of console commands trying to set the faction different and make bandits essential and such, but it didn't work. you need the file listed below for that to work What happened with dcc-soulgem-oven-303a version? should be somewhere in the 100 pages of text reposting... dcc-soulgem-oven-303a.zip
darkconsole Posted January 26, 2016 Author Posted January 26, 2016 wait 303 was never published? no wonder you all are so confused. i bet i was waiting for the updated forum to settle down before posting it and then that never happened and then fallout 4 and i forgot.
Acejhm1 Posted January 26, 2016 Posted January 26, 2016 Question, are bandits and other non-persistent characters banned from scaling? I captured a bandits using defeat and gave her 12 soulgems, but even after waiting ill full maturity there was zero scaling. I tested on a named npc and myself and it worked fine. Since the debug message said "Actor will persist" when I tested on a named npc, I thought that perhaps because the bandit CAN despawn (though it won't if the bandit is captured via display model or defeat) it wasn't working? Idk, I've tried all kinds of console commands trying to set the faction different and make bandits essential and such, but it didn't work. you need the file listed below for that to work What happened with dcc-soulgem-oven-303a version? should be somewhere in the 100 pages of text reposting... Hmmm...I already had that version, but I overwrote all the files anyway with your link. It still doesn't seem to be working.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now