Guest user29 Posted October 19, 2012 Posted October 19, 2012 No, I use the pregnancy mod to handle pregnancies/body swapping/birthing.
Halstrom Posted October 19, 2012 Author Posted October 19, 2012 because he's using the sexout system to play animations. All he has to do is add an animation to his mod and he could play it without triggering sexout but I don't think he's done that before. Not that it's difficult. It's probably not that hard, I can probably call the SexoutNG Masturbation animation directly and that would probably avoid the Lust conflict without breaking any SexoutNG stuff I hold off birthing if sex is occuring anyway. I'm just busy sorting other issues before creating new ones I was hoping to have an update yesterday that fixed some issues, but I've broken birthing in my upgrade, so still sorting that, I may have sorta got the offspring followers options working, in some fashion, it's still a bit buggy.
coretex Posted October 20, 2012 Posted October 20, 2012 One thing while you are working on offspring.. and maybe i missed something, but it seems now with the new birth of babies going into inventory... it seems if the baby is NOT in the players inventory (male or fem player) babies dont age up. If it takes til the npc is ongrid for it to run the script, fine, but even my own followers didnt have any baby age ups. I confirmed this in one of my games by taking one of the babies into my own inventory, and waiting several days (forget the amt, but i have aging at its fastest setting). After waiting, what i believe is long enough, the game locked up (male character). Using a previous save, i dropped the baby item (which just showed as a box on the ground, i did get the baby file in the post.. but dont know whats going on there) waited a few days again, and it did then age up finally. During this whole time, several other npc/followers who were on grid and had babies in inventory, those babies didnt age up, and i even continued to wait another ingame week to make sure. It also still seems that once they have at least aged up to child.. the aging up to adult still seems infrequent. I have still noticed one of the old symptoms, that completely closing out of FNV, then loading up the game and into the save, all of a sudden they age up to adult, or even are loaded into the game as adult.
Halstrom Posted October 20, 2012 Author Posted October 20, 2012 One thing while you are working on offspring.. and maybe i missed something' date=' but it seems now with the new birth of babies going into inventory... it seems if the baby is NOT in the players inventory (male or fem player) babies dont age up.If it takes til the npc is ongrid for it to run the script, fine, but even my own followers didnt have any baby age ups. I confirmed this in one of my games by taking one of the babies into my own inventory, and waiting several days (forget the amt, but i have aging at its fastest setting). After waiting, what i believe is long enough, the game locked up (male character). Using a previous save, i dropped the baby item (which just showed as a box on the ground, i did get the baby file in the post.. but dont know whats going on there) waited a few days again, and it did then age up finally. During this whole time, several other npc/followers who were on grid and had babies in inventory, those babies didnt age up, and i even continued to wait another ingame week to make sure. It also still seems that once they have at least aged up to child.. the aging up to adult still seems infrequent. I have still noticed one of the old symptoms, that completely closing out of FNV, then loading up the game and into the save, all of a sudden they age up to adult, or even are loaded into the game as adult.[/quote'] Babies etc use the GameDaysPassed variable which seems to random to update, only updating when GameLoad/FastTravel/Sleep/Wait/Door etc, not much I can do about it for the moment, I'll eventually update them to the timeclock system I use for Fertility & Pregnancy but it makes the scripts a lot bigger too. Babies "should" start aging when they first load inworld or are added to a female actors inventory. It doeesn't seem to be working will have another look. The box is just a temporary model till someone gets interested enough to fix the Baby Model in NV to work as a backpack item.
ascension Posted October 20, 2012 Posted October 20, 2012 Just posting this to say how great this mod is. Must have.
coretex Posted October 20, 2012 Posted October 20, 2012 One thing while you are working on offspring.. and maybe i missed something' date=' but it seems now with the new birth of babies going into inventory... it seems if the baby is NOT in the players inventory (male or fem player) babies dont age up.If it takes til the npc is ongrid for it to run the script, fine, but even my own followers didnt have any baby age ups. I confirmed this in one of my games by taking one of the babies into my own inventory, and waiting several days (forget the amt, but i have aging at its fastest setting). After waiting, what i believe is long enough, the game locked up (male character). Using a previous save, i dropped the baby item (which just showed as a box on the ground, i did get the baby file in the post.. but dont know whats going on there) waited a few days again, and it did then age up finally. During this whole time, several other npc/followers who were on grid and had babies in inventory, those babies didnt age up, and i even continued to wait another ingame week to make sure. It also still seems that once they have at least aged up to child.. the aging up to adult still seems infrequent. I have still noticed one of the old symptoms, that completely closing out of FNV, then loading up the game and into the save, all of a sudden they age up to adult, or even are loaded into the game as adult.[/quote'] Babies etc use the GameDaysPassed variable which seems to random to update, only updating when GameLoad/FastTravel/Sleep/Wait/Door etc, not much I can do about it for the moment, I'll eventually update them to the timeclock system I use for Fertility & Pregnancy but it makes the scripts a lot bigger too. Babies "should" start aging when they first load inworld or are added to a female actors inventory. It doeesn't seem to be working will have another look. The box is just a temporary model till someone gets interested enough to fix the Baby Model in NV to work as a backpack item. Yea i remeber many pages back saying the variable update is lame at best, so yea.. no worries, hopefully it can be refined somemore to work better w/o too much script bloat. And as for the aging.. set it as well that they will age on male chars too.. but almost make sure.. when doing so.. doesnt crash the game as it was for me, unless if people trade the babies for caps.. if that would cause issues with store npc's.
Halstrom Posted October 20, 2012 Author Posted October 20, 2012 Yea i remeber many pages back saying the variable update is lame at best' date=' so yea.. no worries, hopefully it can be refined somemore to work better w/o too much script bloat. And as for the aging.. set it as well that they will age on male chars too.. but almost make sure.. when doing so.. doesnt crash the game as it was for me, unless if people trade the babies for caps.. if that would cause issues with store npc's.[/quote'] Good point, I'd better put some code in to stop them aging whilst not in world or in an Actors inventory
Sleepy_Soul Posted October 20, 2012 Posted October 20, 2012 ... On the playtesting note of the V31002.1b version' date=' the only big bug I'm running into is the pre-enabled Damage Clothing Swapping function; it caused my character to continually re-equip her weapon when the armor passes the 50% threshold in combat, or just plain crashed the game. I don't recall any recent posts in regards to this feature, so I'm guessing it's still under development. ... [/quote'] Just wanted to update this specific problem I'm having in regards to the weapon swapping loop upon receiving damage... it keeps on happening regardless of me disabling the clothing damage swapping feature. This makes any sort of close-quarters gun slugfest impossible, as my character will continually re-equip her weapon upon receiving damage, preventing any chance of firing back. Has anyone else been experiencing this bug, or may have some hints as to why it's happening? My load order is below: [X] FalloutNV.esm [X] DeadMoney.esm [X] HonestHearts.esm [X] OldWorldBlues.esm [X] LonesomeRoad.esm [X] New Vegas Error Corrections BugFixes - DLC + MM.esm [X] Clean-Deluxe FNV.esm [X] DFB - Random Encounters.esm [X] AWorldOfPain(Preview).esm [X] MoMod.esm [X] AngelPark.esm [X] MikotoBeauty.esm [X] Sexout.esm [X] SexoutCommonResources.esm [X] SexoutSlavery.esm [X] SexoutStore.esm [X] SexoutPregnancyV3.esm [X] DarNifiedUINV.esp [X] MMUE - NOGRA.esp [X] New Vegas Error Corrections Reduce CTD - DLC.esp [X] The Mod Configuration Menu.esp [X] AWOP-MoMod.esp [X] AWOPMonsterPatch.esp [X] NinjaPerkFix.esp [X] DK_BulletTime_NV.esp [X] Sprint Mod.esp [X] AmmoCraftingSchematics.esp [X] Ghost Variants Safe.esp [X] Neckchains.esp [X] AWOPDeadMoney.esp [X] AWOPLowRobots.esp [X] AWOP-LowNPCS.esp [X] AWOPLowLootGeneral.esp [X] AWOPLowLootMWeaponsArmor.esp [X] Clean-Deluxe FNV Merge - AWOP.esp [X] SunnyCompanion.esp [X] UnlimitedCompanions.esp [X] NOAUTOAIM.esp [X] XP_Slower_Challenges.esp [X] XP_Slower_NPCs.esp [X] XP_Slower_200.esp [X] mapmarkers.esp [X] Ephemeral Ash and Goo Piles.esp [X] FalloutNVQuickMessages.esp [X] Faster Terminals.esp [X] Full_SPECIAL_Stats_Overhaul_Mod.esp [X] Respawn12HoursImproved.esp [X] Bouncing Natural Breasts.esp [X] Type3MClothing_OWB.esp [X] Type3MClothing_HH.esp [X] FNV-draeath-ConditionTweaks.esp [X] Cowboy MK II.esp [X] Crippled Legs Less Movement.esp [X] duct_tape _fixes_everything.esp [X] Extended Camera.esp [X] h2hperkfixes.esp [X] Scrap Scavenger.esp [X] Scrapair it.esp [X] Weight Rebalance.esp [X] MikotoBeauty.esp [X] Merge (10-13-12).esp [X] SexoutSexkey.esp [X] SexoutBreeder.esp [X] SexoutBrutalRapers.esp I've disabled the Pregnancy V3.esm (version v1010.1 Beta) to playtest it, and the swapping loop didn't pop up. My best un-educated guess would thusly point the finger at either SexOut CommonResources or Pregnancy V3, since these are the two two mods that have clothing / body swapping effects. Oh, and the crash I mentioned was on my end... needed to include fnv4gb to the exception list for the Gamebryo hatin' fddshow audio codex.
seyal Posted October 20, 2012 Posted October 20, 2012 I have that same bug sometimes, that cause me to re-equip my weapon it really annoying when i'm fighting, so i just go fisticuffs with my foe.
Halstrom Posted October 20, 2012 Author Posted October 20, 2012 ... On the playtesting note of the V31002.1b version' date=' the only big bug I'm running into is the pre-enabled Damage Clothing Swapping function; it caused my character to continually re-equip her weapon when the armor passes the 50% threshold in combat, or just plain crashed the game. I don't recall any recent posts in regards to this feature, so I'm guessing it's still under development. ... [/quote'] Just wanted to update this specific problem I'm having in regards to the weapon swapping loop upon receiving damage... it keeps on happening regardless of me disabling the clothing damage swapping feature. This makes any sort of close-quarters gun slugfest impossible, as my character will continually re-equip her weapon upon receiving damage, preventing any chance of firing back. Has anyone else been experiencing this bug, or may have some hints as to why it's happening? My load order is below: I've disabled the Pregnancy V3.esm (version v1010.1 Beta) to playtest it, and the swapping loop didn't pop up. My best un-educated guess would thusly point the finger at either SexOut CommonResources or Pregnancy V3, since these are the two two mods that have clothing / body swapping effects. Oh, and the crash I mentioned was on my end... needed to include fnv4gb to the exception list for the Gamebryo hatin' fddshow audio codex. SCR doesn't have any swapping functions, so it's likely to be Pregnancy, there are some weird things that just happen in the Fallout Engine, my Pregnancy mod is pushing at it's limits and I'm finding all sorts of random weirdness. It appears even if a later version of the mod is loaded some old scripts & effects aren't replaced by the new, so a clean save is pretty necessary to solve a lot of glitches. My next update I'm testing & debugging now on should fix a few issues I hope and adds some new stuff, but may creeate a few new bugs too Hopefully will upload it today, just cleaning up a birthing bug.
Sleepy_Soul Posted October 21, 2012 Posted October 21, 2012 ... my Pregnancy mod is pushing at it's limits and I'm finding all sorts of random weirdness. It appears even if a later version of the mod is loaded some old scripts & effects aren't replaced by the new' date=' so a clean save is pretty necessary to solve a lot of glitches. ... [/quote'] Thanks for the insight Halstrom. I also posted to see if any others were having the same problem; if it isn't a wide-spread one, then more than likely it's a problem with one of my non-SexOut mods. I'll need to dig through them via FNVEdit to see which ones would affect armor/clothing... or something with durability perhaps. The glitchy witch hunt goes on
zeroke107 Posted October 21, 2012 Posted October 21, 2012 Hal, I wonder a bit about our SCR and pregnancy system, due to I'm not sure that we calculate every NPC lust level and Fertility level for all NPC that stay in the same area as PC or else ? (example. like all NPC in Hover Dam building) Due to when i start game and both SCR and Pregnancy mod not activate yet, i don't have any frame rate drop or lag problem. So I'm not sure that laggy problem come from frame rate drop or not due to i surely that my CPU spec. is really high and i already compare both my new graphic card (Geforce GTX680 2GB VRAM)and my old one (Geforce GTX480 1 GB VRAM), CPU (intel® Corei7 CPU 950@3.07GHz), but from all of my CPU spec. like this still have a laggy problem in some area that have alot NPC like HoverDam after both SCR and Pregnancy mod activated and sometime it cause game crashed during loading too. So after my testing, i'm not sure that if we set NPC fertility in MCM menu could help we solve this problem or not when we stay in area that have numerous NPC if both Mod use alot FONV resource, due to some monster still auto calculate fertility level when we encounter it too??
TheVaultDweller Posted October 21, 2012 Posted October 21, 2012 Hi, I don't know, maybe I'm being a dumbass, but I've encountered a strange problem. During pregnancy the body swaps occur fine except for the last part of pregnancy, where my character becomes nothing but a floating head and hands, naked and while wearing some outfits (but not all of them). Is it possible that it has something to do with the fact that I'm using the maternity clothes set from a few months back with a newer version of Sexout, as all the other Sexout files I'm using I've updated within the last day i.e. Sexout core. datapacks. preg mod, common resources etc. Literally the only 'dated' Sexout files I'm using are the maternity clothes set from a few months ago, which I downloaded in April.
Halstrom Posted October 21, 2012 Author Posted October 21, 2012 Hal' date=' I wonder a bit about our SCR and pregnancy system, due to I'm not sure that we calculate every NPC lust level and Fertility level for all NPC that stay in the same area as PC or else ? (example. like all NPC in Hover Dam building) Due to when i start game and both SCR and Pregnancy mod not activate yet, i don't have any frame rate drop or lag problem. So I'm not sure that laggy problem come from frame rate drop or not due to i surely that my CPU spec. is really high and i already compare both my new graphic card (Geforce GTX680 2GB VRAM)and my old one (Geforce GTX480 1 GB VRAM), CPU (intel® Corei7 CPU 950@3.07GHz), but from all of my CPU spec. like this still have a laggy problem in some area that have alot NPC like HoverDam after both SCR and Pregnancy mod activated and sometime it cause game crashed during loading too. So after my testing, i'm not sure that if we set NPC fertility in MCM menu could help we solve this problem or not when we stay in area that have numerous NPC if both Mod use alot FONV resource, due to some monster still auto calculate fertility level when we encounter it too??[/quote'] Yeah it's pretty script heavy, I'm breaking it down a bit so there'll be more smaller scripts only added while necessary. That's why I set up the MCM option to limit the scripts being added to NPC's and I havn't bothered adding Male fertility scripts. I'm pretty limited by the engine in any otherway to do this, I'm only running a 6yo intel 1.6 quadcore, 4Gb and Nvidia 9500GTX card, and it still seems ok so far but I don't play for long being bug testing.
coretex Posted October 21, 2012 Posted October 21, 2012 Hal' date=' I wonder a bit about our SCR and pregnancy system, due to I'm not sure that we calculate every NPC lust level and Fertility level for all NPC that stay in the same area as PC or else ? (example. like all NPC in Hover Dam building) Due to when i start game and both SCR and Pregnancy mod not activate yet, i don't have any frame rate drop or lag problem. So I'm not sure that laggy problem come from frame rate drop or not due to i surely that my CPU spec. is really high and i already compare both my new graphic card (Geforce GTX680 2GB VRAM)and my old one (Geforce GTX480 1 GB VRAM), CPU (intel® Corei7 CPU 950@3.07GHz), but from all of my CPU spec. like this still have a laggy problem in some area that have alot NPC like HoverDam after both SCR and Pregnancy mod activated and sometime it cause game crashed during loading too. So after my testing, i'm not sure that if we set NPC fertility in MCM menu could help we solve this problem or not when we stay in area that have numerous NPC if both Mod use alot FONV resource, due to some monster still auto calculate fertility level when we encounter it too?? [/quote'] Zeroke.. also too what i noticed, on top of the scripts preg runs, also some of the other sexout mods which allows npc's automatically interact with the player, and/or other npc's can also cause major lag in highly populated areas. I tried the populated casinos mod (unrelated to sexout) with some of the sexout mods, and casinos were terrible to walk into. I run similar specs to you (nvid gtx470, i7-920 @ 2.6 each) and i can get slow down with some mod combos. Else game runs great (aside from the occational crashout due to FNV's own shit coding, never had that much issue with F3, even when modded). Just to test out .. go and find the populated casinos mod on nexus, and try walking into a casino in freeside/vegas, and see if you get the same symptoms. If you do.. start turning off the npc auto interaction stuff (prostitute mods, approach mods, etc) and see if that starts to help.
zeroke107 Posted October 22, 2012 Posted October 22, 2012 Your CPU spec. is as same as my spec. before I design to increase RAM and change new graphic card and still noticed patty problem in high populated area. That cause me think, laggy problem should come from multi activated mod at the same time, not my CPU spec. So I also confirm my thought with another game like Skyrim and everything run smoothly without lagging too. Last thing that I didn't test yet is sexout lust system, due to I noticed that from lastest update SCR and lust mod, all NPC that we encounter have " lightweight orgasm tracker " , I think that mean every increase of number of NPC that we encounter cause game slower and slower and may be crashed due to consume a lot resource to run sexout base system for every NPC (both human and monster) lol
zeroke107 Posted October 22, 2012 Posted October 22, 2012 My methodology is "If lust system related to resource consume problem, if I deactivated it then all area that have numerous NPC shouldn't have laggy problem anymore" But in the other hand, I'm not sure that if I deactivated Sexout lust, it will also break SCR and fertility system of pregnancy mod or not due to If I didn't forget, sperm getting system still related to orgasm system at this min T^T
coretex Posted October 22, 2012 Posted October 22, 2012 Lust is not required for anything... also the prostitution part of tryouts where npc's can approach you or your followers can also cause many "per npc" scripts to run in the highly populated areas.. check those out too.
zeroke107 Posted October 22, 2012 Posted October 22, 2012 Ok, I will test all of that thing this evening due to I want to make sure too, which mod that cause problem like "per NPC script" when use all sexout mod together. But when i use another mod that generated a lot monster like "A world of pain" that didn't have any issue with Tryout stuff I still have laggy problem in area that have 20+ monster in the same area so I think tryout shouldn't cause this issue due to tryout just activated during 1st encounter but it will stop itself after finish calculated, not like Lust system that still fixed to all NPC that stay in same area if it still alive lol
Dazmaz Posted October 22, 2012 Posted October 22, 2012 Hello all, Thanks for your hard work with all these amazing plugins. I got a question about DLC-races and pregnancies. Whenever my PC had sex with a "lobotomite"(old world blues DLC), pregnancies in general and the "Pregnancy-button" in the MCM-menu stopped working(doesnt open submenu). So that basically means that after I exchange bodily-fluids with a lobotomite, the whole pregnancy part of sexout becomes brocken for the rest of the game including pregnancies from regular races. Is there a way to avoid that problem ? And also just wanted to let you know that I never experienced any lags due to sexout-related mods so far. So I assume that the lags other players experienced, could be sideeffects of a higher mod count or other additional textures/worldobjects - I usually only use about 10-15 mods beside sexout and the official DLC's, and dont experience any lags (I7 2600k @3,4ghz / 4gb ram / gtx570 1,25gb RAM / 32BIT Windows 7).
zeroke107 Posted October 22, 2012 Posted October 22, 2012 Ok, after i test all of Sexout mod together and deactivated one by one, i think script from SCR and Pregnancy mod only, don't cause script flood problem when you go to high generate population area like Hoover Dam, deactivated Male or Female fertillity also don't change anything. Sexout mod that cause some script flood is Tryout due to it accumulated script when you encounter people from every faction like NCR or Legion or else, i can confirm this one for sure due to i try activated and deactivated it in Hoover Dam and after I deactivated it, i don't encounter any laggy or crashed problem after long game run. And others mod that may cause some problem about script flood may be Lust mod if you encounter with numerous Monster but I'm not sure about this because sometime when i deactivate Lust, game performance is better but sometime not. So from my test, Hal. I think for now Pregnancy mod alone shouldn't cause script flooding problem to FONV if people only run SexoutNG, SCR and Pregnancy mod without use others mod too.
Halstrom Posted October 22, 2012 Author Posted October 22, 2012 Ok' date=' after i test all of Sexout mod together and deactivated one by one, i think script from SCR and Pregnancy mod only, don't cause script flood problem when you go to high generate population area like Hoover Dam, deactivated Male or Female fertillity also don't change anything. Sexout mod that cause some script flood is Tryout due to it accumulated script when you encounter people from every faction like NCR or Legion or else, i can confirm this one for sure due to i try activated and deactivated it in Hoover Dam and after I deactivated it, i don't encounter any laggy or crashed problem after long game run. And others mod that may cause some problem about script flood may be Lust mod if you encounter with numerous Monster but I'm not sure about this because sometime when i deactivate Lust, game performance is better but sometime not. So from my test, Hal. I think for now Pregnancy mod alone shouldn't cause script flooding problem to FONV if people only run SexoutNG, SCR and Pregnancy mod without use others mod too. [/quote'] Yeah I'm trying to limit lag by noy limiting the impact of scripts as much as I can by only running most every 99th scan and removing the ones not in usage. There's always a limit on how maany plugins you can run of course. But that doesn't mean they can't be huge Plugins
zeroke107 Posted October 22, 2012 Posted October 22, 2012 Yep, I agree with you, Hal. I just try to check and find mod that i should activated or deactivated them during normal game play when i use it along with all of others Sexout mod during normal game play. When i play with 2-3 mods from Sexout, it isn't fun at all anyway , but i want to make sure which mod cause me about laggy problem in some area that i should deactivated it when i play some parts of the main game. Normally all of Sexout mod that i test don't cause conflit to others mod or don't cause bug thing in their story line, but in some area that many NPC stay together from same faction Mod like Tryout may slow down your game (esp. Camp Maccaren or Hoover Dam) and your CPU spec. high or not can't correct those problem anyway. But the thing that cause me wanna check all mod again is due to Hal said that, his Pregnancy mod push NV resource to it's limit, so i wanna confirm about that. But after testing i think laggy not come from pregnancy mod btw lol (you can sure about it Hal, I try to put all resource consume Mod together but still no laggy for me after i deactivated Tryout (may be Lust too but not sure for this part, like i said) All mod that i use together to test are NVEC complete + NVCE, AWOP, Nskies URWLified, MoMod, so i can garuntee that Pregnancy, SCR and Sexout NG alone surely don't cause any problem about script flood that cause game play slower or crashed for sure. PS. I deactivated all those mod also before i could identified that Tryout may have some effected to cause laggy and crashed in high populated faction NPC area, but not from pregnancy mod like you said
Hedlum Posted October 22, 2012 Posted October 22, 2012 Hey, just a quick question on my part. Is "SexoutCtreatureLove" required to make creature sex and therefor creature pregnancy work? I'm asking because I never see any other sexout mods that involve creature sex seeming to require any creature sex mods.
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