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OLD - Sexout Pregnancy- Locked Thread (Do Not Use)


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Posted

With the bighorners in Goodsprings' date=' I found they only give about 3 semen which is not enough for pregnancy so I am there for like 24 mins humping the thing with sexoutkey, and I also found out the life of sperm inside the womb can never get put up to 1000...that was through McM for a lot longer life.. still think this is brill though.

[/quote']

 

Yeah I figured something was wrong them after numerous failures to get pregnant. What was unfortunate about it was I was in "testing mode" and was thinking I did the load order wrong again or something was conflicting, etc. The moment I run up onto the Coyotes on the hill however - instant pregnancy. :dodgy:

Posted

Yer I just updated to the latest version and I noticed that the sperm life is being removed fair go on that, but now I have another problem. I hump the life out of a feral ghoul, went through the routine and gave birth to a little ickle feral ghoul (Bless) and now I can not un-equip the massive tits body....

Posted

I've tested some more that "flashing weapon" issue.

Double checked \idleanims\ directory, there's only ZAZ and Sexout stuff, nothing more.

I've disabled ALL other mods (with fomm), except sexout, pregnancy and scr.

Loaded a very early, totaly clean save, and went to see Cass at Outpost.

After half a minute her weapon was flashing, and she had 49 fert tokens. After a minute she had 93 fert tokens, and few seconds later a CTD. I was very sad :(

So, if we rule out conflict with other mods, could this have something to do with some official patch, or game ver, or my Courier just doesn't wont to get pregnant ever??

Posted
What I've noticed on a save in hanging out in Nipton with Sunny:

 

Game runs fine

Pregnancy initializes

Sunny's weapon starts flashing and if you look in her inventory you see a bunch of fertility tokens

Game crashes about a minute later

Yeah it seems to be linked to the tokens, I will change that the next release it was one of my attempts to fix the fertility scripts reseting issue by saving the settings as tokens in the inventory, 100 tokens = 100% fertility, there are no scripts in the tokens so I would not have thought they would cause lag issues, I'll swap them to Ammo type instead and see if that works, 100 bullets doesn't seem to lag the game, only issue is they will be removable then.

Posted

I've tested some more that "flashing weapon" issue.

Double checked \idleanims\ directory' date=' there's only ZAZ and Sexout stuff, nothing more.

I've disabled ALL other mods (with fomm), except sexout, pregnancy and scr.

Loaded a very early, totaly clean save, and went to see Cass at Outpost.

After half a minute her weapon was flashing, and she had 49 fert tokens. After a minute she had 93 fert tokens, and few seconds later a CTD. I was very sad :(

So, if we rule out conflict with other mods, could this have something to do with some official patch, or game ver, or my Courier just doesn't wont to get pregnant ever??

[/quote']

 

As I talked about in one of my ealyer post the fert tokens and sperm and ovel is scand every 2nd so that means opening and closing of NPCs and companions inventory's I used console toll to see if i was right and i was ownley 50% right, still this dos have a big bug err, but there was a lot of err code im not to ser if this has to with SexoutNG NV PregnancyV3 Beta Test Version 0714.1 im still looking to see what can find to help.

Posted

Hal whatever is going on in the current rev is definitely pregnancy related, but not related to the tokens. The preg1/preg2 scripts seem to be running way too often, at times they scroll the console so fast (when I have tdt on) that it's just a blur.. and when this is happening, companion weapons are flickering in and out of existence.

 

I haven't had it crash yet, but I haven't let it run very long either.

 

I didn't see multiple copies of cass or veronica but it's possible there is/was just one on GSBmodders screen that was flashing back and forth between two positions really quickly.

Posted

I could handle them being done as ammo if it is consistent and works. My only worry would be places that automatically take your stuff, like Breeder and going into the fort.

 

I would be OK with Preg working in blocks of percent if it helps too, say, groups of 10 so no one carries more then 10 tokens. I don't think losing the extra flex would be bad if it means fewer tokens.

Posted

Changing to ammo won't help...

 

Hal, SexoutP1SPregMain

 

if iTimerCass < 3
 Set iTimerCass to iTimerCass + 1
else
 Set iTimerCass to 0
 rZCass.CIOS SexoutP2EFertilityF
 DebugPrint"Preg1Main: %n Female Fertility Added %4.2f" rZCass SexoutSQVARZCass.fDistanceToPlayer
endif

 

Has this changed at all?

 

It looks like it's going to keep casting the P2EFertilityF spell over and over again.

 

 

Edit: nevermind, missed the condition up above. Something is going haywire in one of these scripts though. I suspect this one or SexoutP1S0EffectFertilityF.

Posted

Example from the log when it's flickering:

 

 

Preg1Fert Veronica: FertCHours 7.8170
Preg1Fert Veronica RunCycle: Time 12.9421, Last 12.8819, Miss 0.0802, TStep 0.0200
Preg1Fert Cass: FertCHours 0.1400
Preg1Fert Cass RunCycle: Time 12.9421, Last 12.8426, Miss 0.1195, TStep 0.0200
Preg1Fert Wyoming: FertCHours 3.1924
Preg1Fert Wyoming RunCycle: Time 12.9421, Last 12.9015, Miss 0.0605, TStep 0.0200
Preg1Fert Veronica: FertCHours 7.8370
Preg1Fert Veronica RunCycle: Time 12.9423, Last 12.9019, Miss 0.0604, TStep 0.0200
Preg1Fert Cass: FertCHours 0.1600
Preg1Fert Cass RunCycle: Time 12.9423, Last 12.8626, Miss 0.0997, TStep 0.0200
Preg1Fert Wyoming: FertCHours 3.2124
Preg1Fert Wyoming RunCycle: Time 12.9423, Last 12.9215, Miss 0.0408, TStep 0.0200
Preg1Fert Veronica: FertCHours 7.8570
Preg1Fert Veronica RunCycle: Time 12.9426, Last 12.9219, Miss 0.0407, TStep 0.0200
Preg1Fert Cass: FertCHours 0.1800
Preg1Fert Cass RunCycle: Time 12.9426, Last 12.8826, Miss 0.0800, TStep 0.0200
Preg1Fert Wyoming: FertCHours 3.2324
Preg1Fert Wyoming RunCycle: Time 12.9426, Last 12.9415, Miss 0.0210, TStep 0.0200
Preg1Fert Veronica: FertCHours 7.8770
Preg1Fert Veronica RunCycle: Time 12.9429, Last 12.9419, Miss 0.0210, TStep 0.0200
Preg1Fert Cass: FertCHours 0.2000
Preg1Fert Cass RunCycle: Time 12.9429, Last 12.9026, Miss 0.0602, TStep 0.0200
Preg1Fert Cass: FertCHours 0.2200
Preg1Fert Cass RunCycle: Time 12.9431, Last 12.9226, Miss 0.0405, TStep 0.0200
Preg1Fert Cass: FertCHours 0.2400
Preg1Fert Cass RunCycle: Time 12.9434, Last 12.9426, Miss 0.0208, TStep 0.0200

 

 

 

Is this supposed to be running this fast? As soon as it gets to this point is when all the flickering starts.

Posted

Example from the log when it's flickering:

 

 

Preg1Fert Veronica: FertCHours 7.8170
Preg1Fert Veronica RunCycle: Time 12.9421, Last 12.8819, Miss 0.0802, TStep 0.0200
Preg1Fert Cass: FertCHours 0.1400
Preg1Fert Cass RunCycle: Time 12.9421, Last 12.8426, Miss 0.1195, TStep 0.0200
Preg1Fert Wyoming: FertCHours 3.1924
Preg1Fert Wyoming RunCycle: Time 12.9421, Last 12.9015, Miss 0.0605, TStep 0.0200
Preg1Fert Veronica: FertCHours 7.8370
Preg1Fert Veronica RunCycle: Time 12.9423, Last 12.9019, Miss 0.0604, TStep 0.0200
Preg1Fert Cass: FertCHours 0.1600
Preg1Fert Cass RunCycle: Time 12.9423, Last 12.8626, Miss 0.0997, TStep 0.0200
Preg1Fert Wyoming: FertCHours 3.2124
Preg1Fert Wyoming RunCycle: Time 12.9423, Last 12.9215, Miss 0.0408, TStep 0.0200
Preg1Fert Veronica: FertCHours 7.8570
Preg1Fert Veronica RunCycle: Time 12.9426, Last 12.9219, Miss 0.0407, TStep 0.0200
Preg1Fert Cass: FertCHours 0.1800
Preg1Fert Cass RunCycle: Time 12.9426, Last 12.8826, Miss 0.0800, TStep 0.0200
Preg1Fert Wyoming: FertCHours 3.2324
Preg1Fert Wyoming RunCycle: Time 12.9426, Last 12.9415, Miss 0.0210, TStep 0.0200
Preg1Fert Veronica: FertCHours 7.8770
Preg1Fert Veronica RunCycle: Time 12.9429, Last 12.9419, Miss 0.0210, TStep 0.0200
Preg1Fert Cass: FertCHours 0.2000
Preg1Fert Cass RunCycle: Time 12.9429, Last 12.9026, Miss 0.0602, TStep 0.0200
Preg1Fert Cass: FertCHours 0.2200
Preg1Fert Cass RunCycle: Time 12.9431, Last 12.9226, Miss 0.0405, TStep 0.0200
Preg1Fert Cass: FertCHours 0.2400
Preg1Fert Cass RunCycle: Time 12.9434, Last 12.9426, Miss 0.0208, TStep 0.0200

 

 

 

Is this supposed to be running this fast? As soon as it gets to this point is when all the flickering starts.

Looking into this now, just found another possible issue I was adding the tokens directly from a float rather than int.

Posted

If you need a hand, let me know. This may have been present before the most recent release, I'm not sure, but this deluge of messages is what I was talking about when I asked how to turn them off. I don't have any companions in my main test save, so I thought it was just "normal" to have them go that fast. It seems that probably isn't the case. :)

Posted

New Update 20120721.1Alpha:

 

This may not fix anything, but it's where I'm up to at the moment so we are all on the same page, I'm looking into the issue now to see what's going on with the scripts.

 

The scripts main calculations should only run every .02 of an hour, I've also fixed some of the messages that were coming up ceven with debugging turned off, debug 6 should get player only messages, debug 7 is all.

 

Got to duck down to the Post Office before it shuts BBS.

Posted

New Update 20120721.1Alpha:

 

This may not fix anything' date=' but it's where I'm up to at the moment so we are all on the same page, I'm looking into the issue now to see what's going on with the scripts.

 

The scripts main calculations should only run every .02 of an hour, I've also fixed some of the messages that were coming up ceven with debugging turned off, debug 6 should get player only messages, debug 7 is all.

 

Got to duck down to the Post Office before it shuts BBS.

[/quote']

 

Thanks for the update. So far so good, the flashing weapon is gone for me. Cass is acting normal :cool:

Posted
The script I looked at last (not the new release) was running every 0.02 of a second (real second)' date=' not hour, which I assume is supposed to be a game hour?[/quote']

It will run every scan is it is catching up calculations from a sleep,wait or fast travel. I'll check it out though the Missed is the time it needs to catchup the timestep should increase though to decrease the catchup time if it's longer than an hour. Time is the time at running the script and Last is the time it last caught up.

So the bit you posted seems ok at a quick look.

The latest upload I also moved things so it only adds the tokens when the fertility calulation runs, it will still remove them anytime the set number is less than the current number. This with the float being used may have fixed some oscilation I hope.

 

This version also uses the fertility tokens to save the fertility setting so if it still works may be a fix, then I can do similar for pregnancy.

 

I'll revoe the last Download and replace it with the previous one.

 

Haven't left for the PO yet :)

Posted

Ok, will keep my eyes open.

 

Grab extender V8 if you haven't, V7 will not work properly in the GECK, so scripts with NX calls in them will probably get borked up with that version. V7 is fine for players, just a GECK issue.

 

As for the catchup.. I have a savegame that's never had the pregnancy ESM active. The messages I was seeing came from simply loading that save *with* pregnancy active. Does that count as a kind of catch up / fast travel / etc scenario?

Posted

Ok' date=' will keep my eyes open.

 

Grab extender V8 if you haven't, V7 will not work properly in the GECK, so scripts with NX calls in them will probably get borked up with that version. V7 is fine for players, just a GECK issue.

 

As for the catchup.. I have a savegame that's never had the pregnancy ESM active. The messages I was seeing came from simply loading that save *with* pregnancy active. Does that count as a kind of catch up / fast travel / etc scenario?[/quote']

I think it does for some weird rease, I will track down one day, it should subside, maybe it's the 15 real time seconds pregnancy takes before initialising.

Posted

Ok' date=' will keep my eyes open.

 

Grab extender V8 if you haven't, V7 will not work properly in the GECK, so scripts with NX calls in them will probably get borked up with that version. V7 is fine for players, just a GECK issue.

 

As for the catchup.. I have a savegame that's never had the pregnancy ESM active. The messages I was seeing came from simply loading that save *with* pregnancy active. Does that count as a kind of catch up / fast travel / etc scenario?[/quote']

I think it does for some weird rease, I will track down one day, it should subside, maybe it's the 15 real time seconds pregnancy takes before initialising.

so far it runs on my end with no errs, that's for now no gun flashing or sticking so far.If i see some thing ill post it.

Posted

After connection PregnancyV3 Beta Test Version 0714.1, the weapon of partners has started to blink quickly, and also partners began to move more slowly and jerks. How it to correct?

Posted

New Update 20120721.1Alpha:

 

This may not fix anything' date=' but it's where I'm up to at the moment so we are all on the same page, I'm looking into the issue now to see what's going on with the scripts.

 

The scripts main calculations should only run every .02 of an hour, I've also fixed some of the messages that were coming up ceven with debugging turned off, debug 6 should get player only messages, debug 7 is all.

 

Got to duck down to the Post Office before it shuts BBS.

[/quote']

 

Using SCR 0721.1 and pregnancy 0721.1Alpha when initial start up it displays versions 0715.1 for both. Also the destruction of armor is back lost a set of leather armor after sex.

Posted

My bad found out you have to use the milkatron.. sorry all,

Yer I also noticed the weapon flickering yet when I go into there inventory a weapon ain't even in there???

Posted
My bad found out you have to use the milkatron.. sorry all' date='

Yer I also noticed the weapon flickering yet when I go into there inventory a weapon ain't even in there???[/quote']

After connection PregnancyV3 Beta Test Version 0714.1' date=' the weapon of partners has started to blink quickly, and also partners began to move more slowly and jerks. How it to correct?

[/quote']

Yep, 0714 had those issues badly, I have flushed that version down the toilet, the latest version seems to have fixed that for everyone so far.

I think I forgot to update the version number tag too so it looks like it is still 0715

Posted

Halstrom this is a fantastic mod, and I like a lot of other people love it...glad you read the threads and take note of what people are saying, Kudos to you. If this was not here then my Fallout New Vegas days would be glum..

Posted

Thanks :)

 

New Update 20120722.1beta:

 

Removed the code forcing nude bodysuits when naked and added code to pick pregnant bodies by the BodyType selected in SCR for naked pregnant bodies, if I can get this working ok we can add other outfits like underwear.

 

Increased size of Scorpion eggs in womb

 

Enabled some more support for Willow, Kirina & Jentai

 

Added support for P7 body when it's released

Posted

hi,

 

?found? an endless loop while giving birth to SexoutP3GestatingLarveDeathClaw

 

using SexoutPregnancyV3-20120722.1beta

 

 

missing:

 

 

in "SexoutP4SEffectBirthingF"

~at line 410

 

elseif iPregCountLarveDeathClaw
RemoveItem SexoutP3SGestatingLarveDeathClaw 1 1

 

now i don t know how you would handle the next line without rewriting line 319 to 445

 

;pseudocode:
;Place In Actor SexoutP3GestatingEggDeathClaw until iPregCountLarveDeathClaw == 0 
;but do not give birth to egg while doing so
;start new preg with egg/eggs ? more than one Oo

 

 

 

 

alternatively ("simpler solution"):

 

 

 

in "SexoutP2S0SexHappeningScript"

at line 227

 

replace:

rZActor.AddItem SexoutP3GestatingLarveDeathClaw iEggNum 1

with:

rZActor.AddItem SexoutP3GestatingEggDeathClaw iEggNum 1
;don t forget to fine-tune the numbers in line 223-226

 

 

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