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


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Posted

I also want to report another bug. This is happened in the previous version of PregnantV3 and still happening with the latest version 20121007.5alpha. I forget to report at the time.

 

During pregnancy, there was a progress message told me about "definitely pregnant (P2)", and my PC get P2 body. But just several seconds after that another message show up told me about "probably pregnant (P1)", and the PC body returned to the previous P1 body.

 

 

I also want to suggesting to increase the price and weight about "human baby" in the inventory. I'm suggesting the price is around 1000-2500 caps and the weight is around 7.5 lbs (realistic average recent born baby weight, I checked in wikipedia). About the price, I saw Mantis Eggs is around 400 caps, so human baby should be far more expensive, around 1000-2500.

 

I hadn't test the supermutant, ghoul and feral ghoul baby. But I'm suggesting the price of supermutant is around 2500-5000 caps, they are potentially a good worker. Ghouls is around 500-1000 caps. And Feral Ghoul.....may be ZERO? You know, feral! Supermutant baby weight is around 15-25 lbs. Ghoul is the same with human around 7.5 lbs. The skinny Feral Ghoul is around 5 lbs.

Posted
I also want to report another bug. This is happened in the previous version of PregnantV3 and still happening with the latest version 20121007.5alpha. I forget to report at the time.

 

During pregnancy' date=' there was a progress message told me about "definitely pregnant (P2)", and my PC get P2 body. But just several seconds after that another message show up told me about "probably pregnant (P1)", and the PC body returned to the previous P1 body.

 

I also want to suggesting to increase the price and weight about "human baby" in the inventory. I'm suggesting the price is around 1000-2500 caps and the weight is around 7.5 lbs (realistic average recent born baby weight, I checked in wikipedia). About the price, I saw Mantis Eggs is around 400 caps, so human baby should be far more expensive, around 1000-2500.

 

I hadn't test the supermutant, ghoul and feral ghoul baby. But I'm suggesting the price of supermutant is around 2500-5000 caps, they are potentially a good worker. Ghouls is around 500-1000 caps. And Feral Ghoul.....may be ZERO? You know, feral! Supermutant baby weight is around 15-25 lbs. Ghoul is the same with human around 7.5 lbs. The skinny Feral Ghoul is around 5 lbs.[/quote']

Cool, I'll fix the weights and increase the value of offspring for next release.

 

I'll look into the problem of the P2 changing back to P! too, can you tell me which Offspring was gestating at the time?

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.

I'll look int the Miscarry message too, thanks for letting me know.

Posted

Hal, I already confirm my problem about your lastest pregnancy mod and lastest SexoutNG beta, look like the problem that i couldn't get pregnant and can't have orgasm effect come from last update of SexoutNG beta, not Pregnancy mod due to after i change back to lastest SexoutNG.esm from SexoutNG core fomod, every thing still work well from Pregnancy mod.

 

But i also found some bug about Pregnancy mod not noticed that you get pregnant after ova fertilized with semen token but you still have human offspring in your inventory normally but i didn't found any pregnance regression body too.

Posted
Cool' date=' I'll fix the weights and increase the value of offspring for next release.

 

I'll look into the problem of the P2 changing back to P! too, can you tell me which Offspring was gestating at the time?[/quote']

 

The last one is the dog. The previous ones I forget. If I'm not mistake, it was a combination between human and mantis or gecko, just barely remember.

Posted

The cum effect flag is just a placeholder right now, for lust -- it should not have affected anything. Even if it were disabled, all it does is suppress the SexoutCumming spell from being cast -- which is simply a visual effect, for women only, and should not be related to pregnancy.

Posted

Wired too, after i read Geck test so i reload sexoutNG beta and Data pack again, but this time every thing work well both orgasm and Semen token.

 

Not sure what happen too that cause my loading yesterday not work ??:huh:

 

So sorry T^T for trouble you Pride, but i garuntee that yesterday i try test it but it still didn't work like today ????

 

PS. Not sure due to some confusion of mine after new FONV pack manager download or not, due to new pack system cause me a bit confusion and it may corrupted loading order of mine too.

Guest xalien
Posted

I played with a few latest versions, but with none of them I get any semen from sex, whether it's a human or creature.

Posted

You may need to check sexout loading order again, I think.

 

Due to 3-4 day ago nexus mod manager for FONV provided new update that cause we can't run package manager via old FONV mod manager till you get new one and you may need to correct load order in both old and new mod manager update or it may cause conflict between sexoutNG and pregnancy mod like me.

 

PS. Previously I think this conflict happen due to new sexoutNG update but after I reload all sexout data pack and Sexout beta.esm again then everything work well but I noticed after that I saw some incorrect load order in old mod manager (but already set correct load order in new mod manager pack) that may be the cause of the conflict due to I also check console command during have sex too, if you messed up load order via old and new mod manager that may cause sexoutNG not activate orgasm system after sex in your console command and that cause you can't get semen token after sex like me.

Guest user29
Posted

Also a fun tip, if you even start the new vegas nexus mod manager it will glitch your FOMM and you'll have to go in and swap some files around.

Posted

And an even more fun tip, NMM still can't properly run half the commands in .fomod and .omod scripts, PLUS support for it is practically non-existent, AND it can't do math!

Posted

And an even more fun tip' date=' NMM still can't properly run half the commands in .fomod and .omod scripts, PLUS support for it is practically non-existent, AND it can't do math!

[/quote']

 

To be fair... a lot of us can't even do math. Stupid stupid discrete and calculus... :@

Posted

Yeah, but this isn't that kind of math. This is really simple stuff. A common error message:

 

"A different version of Type3 Body and Armor replacer has been detected. The installed version is 2.1, the new version is 2.1. Would you like to upgrade?"

Posted

Using more than 2 digits in your versioning, as sexout does, or adding letters to it like 1.0a or 1.0b completely bones both FOMM and NMMs version update checking, since those rocket surgeons are casting the version (blindly) to a float. I promise.. as soon as I have time.. FOMM is getting fixed.

Posted

I like FOMOD for the easy to use. But sometimes, when updating a mod, I'm not so confidence. May be I'm wrong, I usually double clicking the newer FOMOD file, let it be opened and updated by FOMM. Many times I feel like there's no any changes. So I usually deactivate, delete and reinstall again from the newest update file, to make sure everything working fine. Stupid bothersome way, as long as it bring confidence. :P

 

Wired too' date=' after i read Geck test so i reload sexoutNG beta and Data pack again, but this time every thing work well both orgasm and Semen token.

 

Not sure what happen too that cause my loading yesterday not work ??:huh:

 

So sorry T^T for trouble you Pride, but i garuntee that yesterday i try test it but it still didn't work like today ????

 

PS. Not sure due to some confusion of mine after new FONV pack manager download or not, due to new pack system cause me a bit confusion and it may corrupted loading order of mine too.

[/quote']

 

Sometimes, there's old scripts from the previous version of mod still running in the background. May be that is the cause.

Posted

I like FOMOD for the easy to use. But sometimes' date=' when updating a mod, I'm not so confidence. May be I'm wrong, I usually double clicking the newer FOMOD file, let it be opened and updated by FOMM. Many times I feel like there's no any changes. So I usually deactivate, delete and reinstall again from the newest update file, to make sure everything working fine. Stupid bothersome way, as long as it bring confidence. :P

[/quote']

 

I usually do this as well for the same reason. When a new mod is released, I deactivate and delete the old one, and then install the new one. I do not trust FOMM to 'upgrade' properly either.

 

 

Sometimes' date=' there's old scripts from the previous version of mod still running in the background. May be that is the cause.

[/quote']

 

Interesting thought. I haven't given this much thought, but now I'm really curious about how the engine responds if you do something like save a game with some script on you (like from a spell), change that script drastically in the mod, and then load the saved game. Maybe we should be more liberal in recommending clean saves.. I'll have to test this out.

Posted
Interesting thought. I haven't given this much thought' date=' but now I'm really curious about how the engine responds if you do something like save a game with some script on you (like from a spell), change that script drastically in the mod, and then load the saved game. Maybe we should be more liberal in recommending clean saves.. I'll have to test this out.[/quote']

I think the player stuff is ok, but I've hit some real weird ones running effect scripts on NPC's, in one case I was fixing bugs in a script and it seemed I could not get the old script removed from the NPC short of a clean save, I had the Player & an NPC running different versions of the same effect script. I changed the debug print messages and they changed on the player but not the NPC.

Sometimes I'm not sure but I suspect you can get more than one copy of an effect running on an NPC at the same time. I've seen mutiple debug messages of an effect script from the same NPC.

Posted

At first I didn't plan load new nexus mod manager too, but look like i can't use package manager to run fomod if i didn't load new update mod manager from nexus, and that new mod manager cause some problem about load order for me till i open both FOMM and NMM and check my loading order in both program and correct it.

 

After that i use NMM but i just choose run NVSE from NMM and that can help be run FONV smoothly again without conflit in any mods.

 

That why at first that cause me a bit confuse that problem occured from new update or from NMM and FOMM itself, due to i never met with this problem during i use package manager to run fomod from FOMM.

Posted

When I hear stuff like that, I'm glad I never converted my FNV to use NMM. I do use it for Skyrim though, which helps to see updates easier.

Posted

Is the 7.5beta closed source for now? I just DL 7.5A but could not see 7.5B on page one. Updating NG and SCR as well, going to start new test game.

Guest user29
Posted
Interesting thought. I haven't given this much thought' date=' but now I'm really curious about how the engine responds if you do something like save a game with some script on you (like from a spell), change that script drastically in the mod, and then load the saved game. Maybe we should be more liberal in recommending clean saves.. I'll have to test this out.[/quote']

I think the player stuff is ok, but I've hit some real weird ones running effect scripts on NPC's, in one case I was fixing bugs in a script and it seemed I could not get the old script removed from the NPC short of a clean save, I had the Player & an NPC running different versions of the same effect script. I changed the debug print messages and they changed on the player but not the NPC.

Sometimes I'm not sure but I suspect you can get more than one copy of an effect running on an NPC at the same time. I've seen mutiple debug messages of an effect script from the same NPC.

 

I'm not sure, but I think I may have ran into something similar when creating the NPCs in Riverside. They all follow their AI package schedules correctly, until I go in and change them, and then they completely lose their minds unless you start from a clean save. For instance they'll just keep walking into a fence, or they'll all clump together at random areas.

Posted
When I hear stuff like that' date=' I'm glad I never converted my FNV to use NMM. I do use it for Skyrim though, which helps to see updates easier.[/quote']

Hmm I guess NMM is the only choice fo Skyrim, I'm scared to install it to mod Skyrim as it sounds like it'll screw up NV :)

Is the 7.5beta closed source for now? I just DL 7.5A but could not see 7.5B on page one. Updating NG and SCR as well' date=' going to start new test game.[/quote']

oops they are the same file, I just called it Alpha instead because I hadn't really done as much testing as I should have.

Posted

Hal, in the installation process it asks what games you want to run it for. Make sure to uncheck any fallout games you have installed and it'll be fine. I have FOMM for Fallout and NMM for Skyrim and it works fine.

Posted

Thanks Hal. I have the same setup as KC for fom and nmm, fom works great just like it always has. NMM on the otherhand, has some really great features, but pisses me off so damn much I could barely hold back from bashing my damn monitor with a crowbar.

Guest
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