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


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Posted
Evil and another use in my thread encountered a glitch where they were getting spammed with the P1 notification message. Could you look into that? It could possibly be related to how I implant the player with 3 eggs.

 

Also I've got an male NPC I don't want to knock up the player' date=' what was the formlist I can add him to so he won't?[/quote']

 

use:

 

	AddFormToFormList SexoutSLActorDataIsInfertile ActorREF

This is for Male & Females that can have sex and cum but have no fertility, there's another similar Formlist for impotency that should be eventually used to determine if Male actors are capable of sex

Except I haven't included a check for it, I just added it now for next release.

Posted

I don't have any problem about bodyswapping issue but i wonder a bit about skin color after change body, it look like every body swapping skin color look really white and also have pale nipple.

 

So I'm not sure these skin color depend on default settings from body swapping or else ?, due to after i try copy new texture to character directory still can't change my skin color too.

Guest user29
Posted

skin color is determined by you in character creation. However If I forget to set a shader it can be the wrong color. What body are you looking at?

Posted

I'm not sure what happen about skin color, i just noticed it change after body swapping due to skin for body and face not match at same color as i set from start but after i try adjust by old world blue doctor that could help a bit.

 

But when i check from pregnance body swap i just noticed that BnB body skin may fix and a bit dim color when compare to Type 3, 3M or 6M.

 

This texture not cause any bug or else but i just noticed that sometime during i load savegame, my PC have auto change of skin color that cause i wonder a bit.

Posted

@Halstorm

After so many times of get pregnant, I notice several flaws in the formula on how sperms fertilize an ova:

 

1. The fertility rate is too high, even for 5% of change for both male and female in MCM menu, the actual pregnancy change is probably still around 90%. As long as there are sperms in the womb and ova, even how low the fertility changes are, you will always get pregnant, with 90% of possibility.

 

2. It seems the change to get twin or even triplet is impossible, even with the help of FertX with 4 ovas and tens of sperms in the womb.

 

 

I also want to give some suggestion to make fertilizing and pregnancy to be more exciting:

 

1. To increase the change hugely that your ovas will be fertilized by two creatures sperms at once, if you manage to get two type of sperms from two different creatures in the womb. Or even three and four different creatures if you had enough ovas.

 

2. For creature like dog and mole rat. One of their sperm and one of your ova, will create multiple embryos. For dog, it will create 2-3 embryos from one dog sperm and one human ova. While mole rat is around 2-5 embryos. And the other creatures I missed as well.

 

Get pregnant will be far more exciting after this!

Posted

@Halstorm

After so many times of get pregnant' date=' I notice several flaws in the formula on how sperms fertilize an ova:

 

1. The fertility rate is too high, even for 5% of change for both male and female in MCM menu, the actual pregnancy change is probably still around 90%. As long as there are sperms in the womb and ova, even how low the fertility changes are, you will always get pregnant, with 90% of possibility.

 

2. It seems the change to get twin or even triplet is impossible, even with the help of FertX with 4 ovas and tens of sperms in the womb.

 

 

I also want to give some suggestion to make fertilizing and pregnancy to be more exciting:

 

1. To increase the change hugely that your ovas will be fertilized by two creatures sperms at once, if you manage to get two type of sperms from two different creatures in the womb. Or even three and four different creatures if you had enough ovas.

 

2. For creature like dog and mole rat. One of their sperm and one of your ova, will create multiple embryos. For dog, it will create 2-3 embryos from one dog sperm and one human ova. While mole rat is around 2-5 embryos. And the other creatures I missed as well.

 

Get pregnant will be far more exciting after this![/quote']

That's pretty much what's on the cards when I'm ready to move to multiple pregnancies properly I'll tweak the chances in the next release a bit anyway for pregnancy occuring & twins happening. Unfortunately I haven't got NV running again yet, I have to reinstall FOMM now too by the looks for whatever reason.

Posted

@Halstorm

After so many times of get pregnant' date=' I notice several flaws in the formula on how sperms fertilize an ova:

 

1. The fertility rate is too high, even for 5% of change for both male and female in MCM menu, the actual pregnancy change is probably still around 90%. As long as there are sperms in the womb and ova, even how low the fertility changes are, you will always get pregnant, with 90% of possibility.

 

2. It seems the change to get twin or even triplet is impossible, even with the help of FertX with 4 ovas and tens of sperms in the womb.

 

 

I also want to give some suggestion to make fertilizing and pregnancy to be more exciting:

 

1. To increase the change hugely that your ovas will be fertilized by two creatures sperms at once, if you manage to get two type of sperms from two different creatures in the womb. Or even three and four different creatures if you had enough ovas.

 

2. For creature like dog and mole rat. One of their sperm and one of your ova, will create multiple embryos. For dog, it will create 2-3 embryos from one dog sperm and one human ova. While mole rat is around 2-5 embryos. And the other creatures I missed as well.

 

Get pregnant will be far more exciting after this!

[/quote']

 

I'm not Halstrom, and, to be perfectly honest, might not actually have any clue as to how the mod really works, but... I had a couple thoughts on this.

 

1. That doesn't actually sound like a bug to me; by my understanding, the female fertility settings determined the odds of an ova being added to the character's inventory, not the odds of an ova being fertilized.

 

2. Multiple pregnancies are still a work in progress; proper support for them will likely be added soon.

 

3. While an interesting idea, it'd be difficult to implement properly; pregnancy length is different for different creatures. To enable a character to carry multiple types at once, pregnancy length would either need to be determined by whichever pregnancy would take the longest, or there would need to be separate tokens to track duration for each type of creature. Also, a personal note? I'd actually prefer it not be done; not only would it be making more work for halstrom, it doesn't strike me as very realistic (even though, yes, I realize "realism" is subjective at the moment, given the topic. :P) I just think it'd be simpler overall if there could only be one type of pregnancy at a time.

 

4. This one I will agree with you on, even with the "realism" argument (it actually does happen a bit like that in real life sometimes; look at identical twins). Again, it could be a bit tricky to implement... I'd imagine it could be manageable, though!

 

 

Aside: It seems you guys beat me to it! Ah well... this post still isn't completely pointless now, though, so, here it is anyway. XD

Posted
I'm not Halstrom' date=' and, to be perfectly honest, might not actually have [i']any[/i] clue as to how the mod really works, but... I had a couple thoughts on this.

 

1. That doesn't actually sound like a bug to me; by my understanding, the female fertility settings determined the odds of an ova being added to the character's inventory, not the odds of an ova being fertilized.

 

2. Multiple pregnancies are still a work in progress; proper support for them will likely be added soon.

 

3. While an interesting idea, it'd be difficult to implement properly; pregnancy length is different for different creatures. To enable a character to carry multiple types at once, pregnancy length would either need to be determined by whichever pregnancy would take the longest, or there would need to be separate tokens to track duration for each type of creature. Also, a personal note? I'd actually prefer it not be done; not only would it be making more work for halstrom, it doesn't strike me as very realistic (even though, yes, I realize "realism" is subjective at the moment, given the topic. :P) I just think it'd be simpler overall if there could only be one type of pregnancy at a time.

 

4. This one I will agree with you on, even with the "realism" argument (it actually does happen a bit like that in real life sometimes; look at identical twins). Again, it could be a bit tricky to implement... I'd imagine it could be manageable, though!

 

Aside: It seems you guys beat me to it! Ah well... this post still isn't completely pointless now, though, so, here it is anyway. XD

Not at all, I appreciate feedback a lot, you pretty much nailed it all, I'm still considering the Multiple pregnancies a lot before getting in too deep with it, it needs a bit of prep work to do, my main showstopper so far is the script size limits prevent me from putting the Birthing script into the Pregnancy script. it seems the object based scripts aren't resetting on NPC's like Effects scripts did so that will save a crap load of tokens, I'm only planning on using the new tokens just to calculate the belly size of all the current pregnancies.

 

And at the moment, I'm sorta feeling like I'd be better getting more actual game time in so I can experience the mod and how other peoples mods interact with it, so I might put a emporary limit in to make only one pregnancy at a time possible.

 

New Update 20121006.1beta:

 

Sorry still untested, I think I just got NV running again.

 

Added check for Infertile Actors added to SexoutSLActorDataIsInfertile so they add no semen.

 

Decreased chances of Pregnancy initiating by roughly 30%

 

Set off as the default for Damaged clothing swapping.

Posted
That's pretty much what's on the cards when I'm ready to move to multiple pregnancies properly I'll tweak the chances in the next release a bit anyway for pregnancy occuring & twins happening. Unfortunately I haven't got NV running again yet' date=' I have to reinstall FOMM now too by the looks for whatever reason.

[/quote']

 

And a change to get twin or triplet from different creature sperms, or different human race if they are available in the womb at the time. My lustful imagination gone wild. :D

 

 

I have a thought for a while about the fertility calculation formula to increase the change to get twin, realistically. It's not perfect, just idea to share.

 

Since I usually open command console to see the fertility calculation change. I notice the way it calculate, is by calculate one by one, one sperm and one ova, until the sperm lifetime gone. No wonder if the change of twin or triplet is impossible, because it calculate one by one.

 

I have an idea, rather than calculate one by one, one ova to one sperm. How about calculate it per round based on how much ovas available? Like two ovas will be calculated together with two sperms at once per round. Then continued with another two sperms again until all sperms get their change. If there are four ovas, it will be calculate with four sperms. So if in a round two ovas successfully fertilized, it will became twin, so does with triplet and more. The change to get twin is much bigger and fair.

 

 

About get a twin but from two different human races or creatures. How about to mix randomly all sperms of all races/creatures available in the inventory (womb) when it calculate based per round above? Rather then one by one from one races/creatures sperms to another. It's a mix, so the change of being impregnated by two/more races or creatures at once is there. Two ovas or more, will be calculated per round with two sperms or more, randomly mixed. It can be two sperms of human Caucasian, or two sperm of human and dog sperm available in the inventory per round.

 

 

In the command console I also notice, it always calculate the fertilizing change as much as possible. It's like being bombarded, no wonder if the change of success is still very high, even with 5% of change. How about to reduce to just give a change for a sperm to fertilize one or two times only?

 

To add more realism, about the sperm must take a journey from the vulva, womb then ova location. It will not start to calculate after sex, but several hours after that.

Posted

That last is a really good idea. Instead of starting pregnancy calculations immediately after sex, start a timer and start the calculations when the timer completes. If that's doable.

Posted

In trying the 1006 update, getting zero ovas. Intially just replaced the esm and loaded up a save. Got upper left msg spam of msgs related to "miscarriage effect" naming 2 npc's that were known pregnant, alternating. Then turned off just the pregv3 ESM and loaded game, saved, turned on the new ESM loaded in, no msg spam. But fert tokens didnt seem to update/track right and was getting zero ovas even with high fert settings. Then did clean load of the save turning off all sexout mods, load/save, turn everything back on, load in. and still getting zero ovas. Any thing else to try testing?

Posted

coretex: Did you go straight from the last preg mod to this? I found at some point while I was waiting for Pregnancy to restabalize it got tweaked so fertility had to get pretty high to get ovas. You may want to set it over 50% My fertility is near 100 and never get more then 2, so it may be a non change. I have not tried the new version yet just checking

Posted

@Salad.

Yea i maxed the setting.. both % of cycle and total fert %.. waited a couple days... stopped at various 3-6-12 hour cycles to see if they popped up and nothing.

Dirty load and clean loading a save didnt seem to matter (after the intial clean load i did where i got the miscarrage effect notification spams).

 

I then did a clean save/load of all sexout again and went back to the 1002 file.. all is good as far as ova spawning.

Posted

Hmmm noted.

 

Sorry to call your observation into question. When I started my new game I saw no ova appearing, and almost posted a question till I decided to test it at 100/100 and saw it worked it just required a much higher preg chance then I expected.

Posted

@Salad.

Yea i maxed the setting.. both % of cycle and total fert %.. waited a couple days... stopped at various 3-6-12 hour cycles to see if they popped up and nothing.

Dirty load and clean loading a save didnt seem to matter (after the intial clean load i did where i got the miscarrage effect notification spams).

 

I then did a clean save/load of all sexout again and went back to the 1002 file.. all is good as far as ova spawning.

 

 

same problem as me .

 

and works fine with ver.1002 at least regarding of Ova

Posted

@Salad

Yea, no prob. these things just need details ;)

 

@castle

Yea.. i have a feeling it has something to do with the preg percent change that was done. Im guessing Hal more meant the chance when ova and sperm are present, not to actually change the ova spawning... but will have to wait and see.

Posted
@Salad

Yea' date=' no prob. these things just need details ;)

 

@castle

Yea.. i have a feeling it has something to do with the preg percent change that was done. Im guessing Hal more meant the chance when ova and sperm are present, not to actually change the ova spawning... but will have to wait and see.[/quote']

I had a look but couldn't see anything stopping ova from being added, the number of ova is currently set at FertilityLevel/30 making 3 the maximum number, at 100%.

 

But the maximum Fertility can actually be higher than 100% by way of FertX & Semen Count, it hasn't previously shown, but I've just changed that so it is visible. FertX also prevents the Fertility cycle reseting to 0 till it wears off.

 

New Update 20121007.1alpha:

 

Sorry got very little testing on this

 

Added chances of multiple offspring from each ova currently 10% for twins & 1% for triplets, but is multiplied randomly by up to 3 times for some creatures like dogs, centaurs etc.

 

Adjusted maximum fertility Cycle & Level to be shown if over 100%.

 

Adjusted Pregnancy check interval from .1 of an hour to .2 of an hour (6 game minutes to 12 game minutes)

 

Some adjustments on to how Misscarry/Mutation effect is applied, removed screen messages from NPC's showing to player.

Posted

Hmm I'll do some testing, must have changed something somewhere, also as regards to Pregnancy check timing, it's basically set to 12 minute intervals, it shouldn't make any difference whether sex occurs or not.

Posted

Wanna test lastest Mod, but after i download lastest SexoutNg beta and lastest SexoutNG data pack, look like both cum system and orgasm system didn't work for me cause i can't get sperm to impregnate ova

 

Anyone have same problem with me ? T^T

Posted
Wanna test lastest Mod' date=' but after i download lastest SexoutNg beta and lastest SexoutNG data pack, look like both cum system and orgasm system didn't work for me cause i can't get sperm to impregnate ova

 

Anyone have same problem with me ? T^T[/quote']

Ahh I found a problem with the debug messages not showing, so you may have been geting semen o but not showing any in the console perhaps.

 

New Update 20121007.5alpha:

 

Fixed Fertility not adding Tokens

 

Fixed Semen added debug messages not working

Posted

I want to report a bug.

 

I don't know why, may be after sex, there's a message keep appearing at the top left on the screen, It gone after I sleep for couple hours. It said:

Preg3PregF "PC name":

Mut/Miscarry Effect Added

 

 

The multiple embryos for dogs, it works! I just get impregnated by Rocket and I saw I get two puppies in the PipBoy.

Posted

I want to report a bug.

 

I don't know why' date=' may be after sex, there's a message keep appearing at the top left on the screen, It gone after I sleep for couple hours. It said:

Preg3PregF "PC name":

Mut/Miscarry Effect Added

 

 

The multiple embryos for dogs, it works! I just get impregnated by Rocket and I saw I get two puppies in the PipBoy.

[/quote']

 

Noticed this also, if you turn the pregnancy difficulty to 0% it doesn't show.

Posted

Hal, I think the problem may not directly related to pregnancy mod, due to 20121002 mod that work well previously also don't work with new Sexout NG beta too but I didn't test your lastest mod with my old sexout NG core fomod yet.

 

I will test it as quick as I can after I come back to my home to make sure this problem occurred due to sexout NG beta or pregnancy mod.

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