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Posted

I just downloaded one of the android companions and found out that it can fall pregnant.

 

Is there a code I can use to remove it from the list.

Posted

Have you made any headway on spore carriers yet? I think I'd like to take Breeder over there.

Posted

Kinda pregnancy related question

 

In Oblivion I use Tamago Club (LoversPK Preg mod) + MCS (MadCompanionSpells) + MCS Extension for at least 96 MCS followers

 

I think Human Touch (another extension to MCM) adds raises the limit to like 120+ plus add huge number of spells /options

 

 

Any mods in FONV like MCS?

 

only found

 

unlimited followers with limit of 12? Damn stupid name for the mod.

 

 

Wherever I look the limit for recruiting companions seems really low < 12

Posted
Have you made any headway on spore carriers yet? I think I'd like to take Breeder over there.

No' date=' although I'm now home fulltime, I've got a lot of stuff to sort out and tidy up over Xmas, so I'm just planning on doing testing & minor bug fixes over the break and maybe some background setup for the new pregnancy code shuffle including spore carriers. I'm still looking at how to sort some coding issues for the changes.

 

I just downloaded one of the android companions and found out that it can fall pregnant.

 

Is there a code I can use to remove it from the list.

 

You need to add the Androids REF to the formlists

 

SexoutSLActorDataIsInfertile

SexoutSLActorDataNeverGetsPregnant

Posted

Kinda pregnancy related question

 

In Oblivion I use Tamago Club (LoversPK Preg mod) + MCS (MadCompanionSpells) + MCS Extension for at least 96 MCS followers

 

I think Human Touch (another extension to MCM) adds raises the limit to like 120+ plus add huge number of spells /options

 

 

Any mods in FONV like MCS?

 

only found

 

unlimited followers with limit of 12? Damn stupid name for the mod.

 

 

Wherever I look the limit for recruiting companions seems really low < 12

 

That is the hardcoded maximum for the game as far I know, plus room for vanilla quest temporary followers.

Posted
Kinda pregnancy related question

 

In Oblivion I use Tamago Club (LoversPK Preg mod) + MCS (MadCompanionSpells) + MCS Extension for at least 96 MCS followers

 

I think Human Touch (another extension to MCM) adds raises the limit to like 120+ plus add huge number of spells /options

 

Any mods in FONV like MCS?

 

only found

 

unlimited followers with limit of 12? Damn stupid name for the mod.

 

Wherever I look the limit for recruiting companions seems really low < 12

Not having played Oblivion "thou speech ist like pidgin ol'gnomish to myself"

 

But if I get the gist of it, you want more pregnancies than just the vanilla followers, if you set the female fertility MCM menu to 3 you can have any NPC get pregnant. Of course this could make things laggy, I recommend turning it off after the NPC you want knocked up is pregnant.

Posted

Hi Halstrom,

 

First... your pregnancy Mod is my fav, with the Breeder mod from user29 an extreme close 2nd. I would put them at a tie for first, but his mod needs your mod... so extra point to your work sir! :)

 

I did find something odd the other day.

I was playing with the coyote scenario and my PC got knocked up with a litter!!

6 coyote pups and 5 dog pups!!! She was a little heavy on the fertility meds at the time.

My first reaction was whoa... she is going to be huge!!

Well... that didn't quite happen. She only got to P1 in size before giving birth.

My first question is if there is an optimal setting for the Pregnancy mod to ensure the right models are used at the right time in the pregnancy?

I can understand that maybe the pregancy time jacked to a minimum would make it so the PC would not use all the pregnancy models because the timing algorithms involved to call those changes in the pregnancy.

I dunno... just seemed odd that the PC only got to P1 size with 11 pups in her belly.

 

BTW... I am using the pregnancy mod version V3-20121216

 

Your thoughts?

Posted
Hi Halstrom' date='

 

First... your pregnancy Mod is my fav, with the Breeder mod from user29 an extreme close 2nd. I would put them at a tie for first, but his mod needs your mod... so extra point to your work sir! :)

 

I did find something odd the other day.

I was playing with the coyote scenario and my PC got knocked up with a litter!!

6 coyote pups and 5 dog pups!!! She was a little heavy on the fertility meds at the time.

My first reaction was whoa... she is going to be huge!!

Well... that didn't quite happen. She only got to P1 in size before giving birth.

My first question is if there is an optimal setting for the Pregnancy mod to ensure the right models are used at the right time in the pregnancy?

I can understand that maybe the pregancy time jacked to a minimum would make it so the PC would not use all the pregnancy models because the timing algorithms involved to call those changes in the pregnancy.

I dunno... just seemed odd that the PC only got to P1 size with 11 pups in her belly.

 

BTW... I am using the pregnancy mod version V3-20121216

 

Your thoughts?[/quote']

In the next week or so I've got to have a good look at the formulas for calculating belly size as they are reasonably complex, I'nm still working on a spreadsheet with all the variations. Currently the values I've entered are guestimations, and untested for many offspring.

Mixed pregnancies shouldn't happen anymore, I'll have a look and see if somethings screwed up between Coyote & Dog coding somewhere. I'm assuming you had no previous activity with a dog or DogSemen when this occured.

Posted

 

In the next week or so I've got to have a good look at the formulas for calculating belly size as they are reasonably complex' date=' I'nm still working on a spreadsheet with all the variations. Currently the values I've entered are guestimations, and untested for many offspring.

Mixed pregnancies shouldn't happen anymore, I'll have a look and see if somethings screwed up between Coyote & Dog coding somewhere. I'm assuming you had no previous activity with a dog or DogSemen when this occured.

[/quote']

 

Correct, no previous contact prior.

The multiple species effect may have been caused by something that user29 put into the Breeder mod for the coyote scenario involving Fenris. When you "breed" with Fenris, the odds of pregnancy with high order multiples seems to go up. I think he was trying to simulate a situation where the PC has a large litter of pups, something real life canines do occasionally accomplish with amazing results.

So maybe that may have caused some issues as well. May want to collaborate with him on that aspect.

 

Thanks for the info on what your doing Halstrom.

I look forward to more great Pregnancy mod goodness.

Posted

Hi Halstrom' date='

 

First... your pregnancy Mod is my fav, with the Breeder mod from user29 an extreme close 2nd. I would put them at a tie for first, but his mod needs your mod... so extra point to your work sir! :)

 

I did find something odd the other day.

I was playing with the coyote scenario and my PC got knocked up with a litter!!

6 coyote pups and 5 dog pups!!! She was a little heavy on the fertility meds at the time.

My first reaction was whoa... she is going to be huge!!

Well... that didn't quite happen. She only got to P1 in size before giving birth.

My first question is if there is an optimal setting for the Pregnancy mod to ensure the right models are used at the right time in the pregnancy?

I can understand that maybe the pregancy time jacked to a minimum would make it so the PC would not use all the pregnancy models because the timing algorithms involved to call those changes in the pregnancy.

I dunno... just seemed odd that the PC only got to P1 size with 11 pups in her belly.

 

BTW... I am using the pregnancy mod version V3-20121216

 

Your thoughts?

[/quote']

 

You found the fertility herb I see :P

I too was disappointed while testing to find that many pups didn't properly increase the belly size.

 

Those only work with Fenris right now btw.

 

Halstrom: That whole scenario is set up by me. It doesn't have anything to do with your fertility settings. The wrong belly size though, as you're well aware, is yours though.

Posted

Those only work with Fenris right now btw.

 

I know... I tried other... um... possible partners.

No affect... at least not what I was hoping for. :blush:

 

I admit it... I'm a sucker for big bellies.

Posted

Yeah, belly size isn't linear, I do a formula for multiple offspring so that 1 human = p4, 2 humans = a P4 rather than a P8, 3 humans should be P5 in theory. And similar for other critters, but it does have different size for different offspring, a single dog pup shouldn't be more than P1.

I've got to assemble the list od start/finish sizes for all the offspring in a spreadsheet and get it crunching the numbers to see the results for multiple offspring.

Posted

Yeah' date=' belly size isn't linear, I do a formula for multiple offspring so that 1 human = p4, 2 humans = a P4 rather than a P8, 3 humans should be P5 in theory. And similar for other critters, but it does have different size for different offspring, a single dog pup shouldn't be more than P1.

I've got to assemble the list od start/finish sizes for all the offspring in a spreadsheet and get it crunching the numbers to see the results for multiple offspring.

[/quote']

 

I will agree with you there Hal.

The belly size based upon number of fetuses isn't perfectly linear. But if there are say 4 human fetus, the belly will begin to show somewhat earlier and be somewhat bigger than a single fetus at 9 months.

 

And the variation of results based upon species is also a factor.

 

I trust your judgement in any case. Can't wait to give the next update a try. :)

Posted

Are there any plans to swap all the misc tokens for apparel or weapons so they can be set non-playable, or has the mod progressed too far to make that feasible?

 

I tend to get annoyed enough make mini-patches that remove all the config items pre-MCM mods stick me with, so a half-dozen egg and sperm items really rustle my jimmies.

Posted

I'm not a fan of items that appear in the inventory myself. Mostly due to that one time debug tokens showed up in vendor inventories, but in general the player shouldn't be able to see and mess with this kind of stuff. Plus if you use apparel they can be marked as equipped on the player which could probably be useful in some way.

Posted
I'm not a fan of items that appear in the inventory myself. Mostly due to that one time debug tokens showed up in vendor inventories' date=' but in general the player shouldn't be able to see and mess with this kind of stuff. Plus if you use apparel they can be marked as equipped on the player which could probably be useful in some way.[/quote']

There was some reason I didn't like apparel tokens I can't recall, the only one I can currently think of is the NoBiped errors when opening GECK, I haven't found a way around that other than turning all errors off which means I may miss something important. Another was I wan't sure on whether the lag of 100 counter tokens on a larger field Apparel item caused more lag than a Misc item with a lot less fields of data per item. Making them Ammo might be better still and maybe less intrusive but that can't have scripts, but that's fine for counting tokens. The Sperm tokens have their own expiry/deletion timers so need scripts.

 

If I change them it would mess up a lot of older saves for people, but you got to break eggs to make an omlet. And I am probably going to break older saves with a big change in the next month or so anyway.

 

I tried using effects but then found that effects often cancel on NPC's as soon as they leave the Players range, if only for a split second when travelling.

Posted

Just because of NoBiped errors? It's just one more thing to click "Yes to All" for. Doesn't seem like it would be all that big of a deal. And I don't think Apparel vs. Misc. Item makes a difference in terms of lag. The lag isn't coming from the items themselves, it's coming from the scripts checking for the items, isn't it?

Posted
Just because of NoBiped errors? It's just one more thing to click "Yes to All" for. Doesn't seem like it would be all that big of a deal. And I don't think Apparel vs. Misc. Item makes a difference in terms of lag. The lag isn't coming from the items themselves' date=' it's coming from the scripts checking for the items, isn't it?[/quote']

No it wasn't just the NoBiPed Errors, I can't remember the other reasons off hand, that was one of the annoying ones I remeber :)

 

Maybe it doesn't make much difference in lag, I've never found the tokens annoying myself because I rarely scroll down to the "z" section of my inventory unless I'm looking for a token count.

 

I would probably find it more annoying to have hundreds of hidden tokens in my inventory than those I could see, but that's just my opinion. :)

 

I'd love to reduce the number of tokens but I my scripts are too big to fit in single tokens :/

Posted

I play with hardcore realism mods so my character can only carry 40 pounds of stuff at once (it might actually be 30, I'm not sure). Makes for a very small inventory. Easy to see stuff that doesn't belong. :P

Posted
I play with hardcore realism mods so my character can only carry 40 pounds of stuff at once (it might actually be 30' date=' I'm not sure). Makes for a very small inventory. Easy to see stuff that doesn't belong. :P[/quote']

I try it again for the scripted stuff and see how it goes or if I remember the other issues, not sure if it had anything to do with clothing being stripped off by mods.

 

New Update 20121223.1beta

 

Added Santa suit functionality for User29

 

Made changes to damaged clothing bodyswapping scripting to simplify it and reduce it's size, it probably still has the previous issues though. Also made some changes to how it worked, it currently only works on the CorsetDress variations and the VaultSuits as they are the only ones with torn variations. I'm probably going to break damaged clothing swapping off into it's own SCR Plugin as it's not really a pregnancy related thing, except for those outfits tearing when bellies get 2 sizes too big, which will still work ok anyway.

Posted

Probably today if I can find some time to put santa in. The outfits are all finished.

 

I'm noticing the santa outfit is creating a double outfit effect every once in a while. For example, lets say your body changes from p3 to p4. The game will only say you have p4 equipped, but if you unequip the p4 outfit, you're still visually wearing the p3 outfit, even though in your inventory it doesn't exist. I'm unsure if it's doing this for all outfits.

 

I could post a screen but I think you got the idea.

Posted

A quick question: after my PC gave birth it still said I had a few hours left of pregnancy when I used the pregnancy scanner. After playing for a while I noticed that this number wasn't changing. I just was wondering if this is supposed to happen, if anybody else has experiened this, and if it will effect my game at all. If you want more specific details I'll be happy to provide them. I would be thankful for any help.

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