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Posted

 

I wasn't able to actually change "Clear leaking immediately after milking" option in the MCM menus; clicking on it wouldn't actually change the state of the checkbox.

 

I'm seeing the same thing. Otherwise, it seems fine.

 

 

dcc_sgo_QuestMenu.pex

Posted

What a nice surprise. Came here after tracking down frequent sporadic crashes to SGO, but Dark is already on the case! W00t!

Let's test that new version, now.

 

 

 

[...]

 

B) Milk texture not fitting -> this seems to be a CBBE HDT Bodyslide problem. Texture mismatch still persists, but I solved this with replacing it with the texture from SGO 2.

 

[...]

 

There used to be a cbbe texture download, but it seems to have vanished.

 

Posted

I'm late to the party here, does this mod contain the cow outfits and cowprint latex suit / cow horn gasmask shown in the pictures for the Milk Slave Experience mod? Since that one got taken down at some point and split up I can't seem to find where those were added to

Posted

I'm late to the party here, does this mod contain the cow outfits and cowprint latex suit / cow horn gasmask shown in the pictures for the Milk Slave Experience mod? Since that one got taken down at some point and split up I can't seem to find where those were added to

 

It's in milk mod economy.

Posted

glad with sgo being fixed only had to find the problem with unloadabled saves and seems i found it but seems like alot of people shouldl know how their awsome saves willl end in it being unloadable no matter what u do.

 

http://www.loverslab.com/topic/56588-corrupted-saves/

 

its been 5 years and people only just now noticing this. stop scaring people, everyone keeps treating that as if its a nuke thats gonna kill your save by level 20 when in reality not that many are going to hit it.

Posted

it would be best if it did kill your save at level 20 instead it can kill your 100hour saves.

its only come up now cause things like merge plugins and such allowing people to have so many mods in their games. i just wanted people to know not scareing anyone. more than anything alot of people goin ohh so thats what killed my hundred hour playthru(its what killed my longest 150 hour save last year).

 

sorry for trying to spread info about the last problem i was having with skyrim since the sgo comment ctd is being fixed and i was feeling could finally have a good skyrim runthru.

 

 

Posted

it would be best if it did kill your save at level 20 instead it can kill your 100hour saves.

its only come up now cause things like merge plugins and such allowing people to have so many mods in their games. i just wanted people to know not scareing anyone. more than anything alot of people goin ohh so thats what killed my hundred hour playthru(its what killed my longest 150 hour save last year).

 

sorry for trying to spread info about the last problem i was having with skyrim since the sgo comment ctd is being fixed and i was feeling could finally have a good skyrim runthru.

 

While the thread is very interesting i also wonder how many people it will actually affect that wouldn't already be crashing from other issues

 

I have a lvl 81 save game that i have done all main vanilla quests, half of falksar as well as numerous other quests from other mods and i'm at 56104 strings and i've also installed/uninstalled (sometimes with a clean save) quite a few mods, current plugin count from the TESV ESS tool is 156 (think i got up to about 180/190 before i started pruning it back down)

 

Comparing my lvl 81 save to a lvl 29 save game (strings 54556) the difference for 50 odd levels seems very small

 

 

there are not many npc messages coded yet.

 

but did that seriously stop the crashes for all of you? i need yall to actually play a lot with it to know its not just placebo

 

I ticked off the messages  for NPC's (kept PC on) and this seems to have fixed the random crash i was having from the dark elf follower from the mages college as i've not had any with her following me recently and i've been able to play through the entire college quest line

Posted

 

glad with sgo being fixed only had to find the problem with unloadabled saves and seems i found it but seems like alot of people shouldl know how their awsome saves willl end in it being unloadable no matter what u do.

 

http://www.loverslab.com/topic/56588-corrupted-saves/

 

its been 5 years and people only just now noticing this. stop scaring people, everyone keeps treating that as if its a nuke thats gonna kill your save by level 20 when in reality not that many are going to hit it.

 

 

i wasn't trying to be a dick. but yeah, im a little annoyed at people treating it like its the end of the world and messaging me being like "do you know how many strings your mod has?"

Posted

 

 

glad with sgo being fixed only had to find the problem with unloadabled saves and seems i found it but seems like alot of people shouldl know how their awsome saves willl end in it being unloadable no matter what u do.

 

http://www.loverslab.com/topic/56588-corrupted-saves/

 

its been 5 years and people only just now noticing this. stop scaring people, everyone keeps treating that as if its a nuke thats gonna kill your save by level 20 when in reality not that many are going to hit it.

 

 

i wasn't trying to be a dick. but yeah, im a little annoyed at people treating it like its the end of the world and messaging me being like "do you know how many strings your mod has?"

 

 

On the other hand, Sheson took a look at his code for DynDoLod and streamlined it for string usage.  The result took 4 meg off a 20 meg save file, leaving a 16 meg save file. The PC was 30th level in the save, by the way.

Edit: The change dropped the string count from 58430 to 51136 in that save.  I used TESVEsse to get the string count.
300
Posted

I'm a female character, but the game is telling me I can't hold gems. I've used a previous version of this mod that gave me no issues, but this one is outright denying me the option.

Try using the SGO shout ability while not looking at any other characters to bring up the SGO menu for your own character, and make sure that your character is allowed to be pregnant.

Posted

So, I've been testing 304a for a couple hours now, and I'm happy to report that I get significantly less crashes. On my "stress test" save, which has well over a dozen pregnant followers waddling about, 303 crashes every 5-10 minutes or so. 304a, on the other hand, is stable for hours.

Posted

 

 

glad with sgo being fixed only had to find the problem with unloadabled saves and seems i found it but seems like alot of people shouldl know how their awsome saves willl end in it being unloadable no matter what u do.

 

http://www.loverslab.com/topic/56588-corrupted-saves/

 

its been 5 years and people only just now noticing this. stop scaring people, everyone keeps treating that as if its a nuke thats gonna kill your save by level 20 when in reality not that many are going to hit it.

 

 

i wasn't trying to be a dick. but yeah, im a little annoyed at people treating it like its the end of the world and messaging me being like "do you know how many strings your mod has?"

 

 

i understand. its like anything its best if people know. on it right know onlly thing that is for certain known is that if u hit that max string count that save can never be loaded.

 

it just adds another thing u have to look at when u building what mods to use when planning yoour playthru.

before it was just number of scripts and performance u had to worry about now its scripts,performance and longetivity of the game.

 

as with anything modders find some way to work around it.like with DynDoLod the where able to dramaticaly change how much it used in short order.

 

@perrymwt its info like that they need as they dont understand yet what gets permantly saved and what is temp.

 

well off topic again there. as last post just glad that its not sgo that was causeing my unloadable saves. that was what i orignaly wanted  to convey anyway.

 

Posted

 

 

Add/Remove things like Gems or Milks via Scripting (Coming Soon)

SGO3 has been designed so that you can programatically interact with the actor's biological functions.

 

Will you be doing this with modevents, so I could just do something like (for example) sendModEvent("sgo_impregnate, 3, petty") to get an NPC or PC pregnant with three petty gems? Or something like that?

Posted

atm its

Bool Function ActorGemAdd(Actor Who, Float Value=0.0)
{add another gem to this actor's pipeline.}

where 0.0 = semen/fragments/whatever and 6.0 = black gem

Posted

atm its

Bool Function ActorGemAdd(Actor Who, Float Value=0.0)
{add another gem to this actor's pipeline.}

where 0.0 = semen/fragments/whatever and 6.0 = black gem

 

Cool. :)

The reason I ask is, I'm making an alternate start mod with several different scenarios, and one of the scenarios is starting as a soul gem incubator for a group of necromancers. I'd like to make it without having to make SGO an actual dependency.

Posted

 

well off topic again there. as last post just glad that its not sgo that was causeing my unloadable saves. that was what i orignaly wanted  to convey anyway.

 

 

Personally I'd like to thank you for bringing (yet another!) bethesda limitation to my attention. I'd never heard of this one but it actually made sense on my game. I'd been having problems with saves that wouldn't load. I used that ESS tool you pointed at and it was my issue.

 

SGO will stay in my game, and a few other things will go.

Posted

 

Cool. :)

The reason I ask is, I'm making an alternate start mod with several different scenarios, and one of the scenarios is starting as a soul gem incubator for a group of necromancers. I'd like to make it without having to make SGO an actual dependency.

 

If(Game.GetModByName("dcc-soulgem-oven-000.esm") != 255)
    dcc_sgo_QuestController SGO = Game.GetFormFromFile(0xd62,"dcc-soulgem-oven-000.esm") as dcc_sgo_QuestController
    SGO.ActorGemAdd(..., ...)
EndIf

you will need to have it to compile it, but that will be safe to not have installed and play without including a master file.

i will consider listening for events though. currently i only send events not receive them. intentionally, because i designed this to be the authority.

Posted

 

 

Cool. :)

The reason I ask is, I'm making an alternate start mod with several different scenarios, and one of the scenarios is starting as a soul gem incubator for a group of necromancers. I'd like to make it without having to make SGO an actual dependency.

 

If(Game.GetModByName("dcc-soulgem-oven-000.esm") != 255)
    dcc_sgo_QuestController SGO = Game.GetFormFromFile(0xd62,"dcc-soulgem-oven-000.esm") as dcc_sgo_QuestController
    SGO.ActorGemAdd(..., ...)
EndIf

you will need to have it to compile it, but that will be safe to not have installed and play without including a master file.

i will consider listening for events though. currently i only send events not receive them. intentionally, because i designed this to be the authority.

 

 

Either way works. Modevents are easier for me because that way I only have to type one line instead of four. :)

 

EDIT: And won't require extracting the uiextensions scripts to compile. More work for you that way though. The way you've got it now is fine.

Posted

Question : with 303 there was a seperate texture available for unp and cbbe (file was called dcc-texture-cbbe) are these no longer needed as the download goes straight to 304 without any other files showing

Posted

next release should have more sane gem dropping. removed two animations (4 and 8) which were very problematic. believe it or not, havok is barely touching these gems. they are mostly moving just to get out of the invisible character box that the animations trick you into not really knowing where it is.

 

Posted

Aww.. Animation 8 is the one where she hikes up one leg like a dog, right? That one is my favorite. :(

 

Will we be able to add them back in ourselves by copy/pasting the individual animations from old versions? I don't really care that the gems fly across the room; I actually laugh about it. I think it's funny to imagine she is squeezing those gems out so hard that she sends them flying across the room. ;)

Posted

Darkconsole,

 

Next time you're inside this and touching things (sounds kinda kinky).... could you have a look at the cum inflation?  Why?

 

Well..... we seem to only get "one fill".

If she gets filled to --some value-- and then immediately takes another cum shot... the belly pops back to the starting point (assuming 0) and refills.

 

Would it be possible to make the fill more cumulative?

 

Thanks!

 

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