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Posted

I finally got my character to give birth at Nipton. But now, When i approach prindwl titus appears, leaves, and two deathclaws come in and die. Then nothing. I tried using console commands to kill raiders and have the deathclaws win. Still nothing. 

 

Help? 

Posted

Finally getting around to trying this.

 

Deathclaw Promontory still has the same major flaw that the classic version had:  If you play on survivial mode, its a deathtrap.  There is no food, there is no water.  There is no way to ask the guards for food or water.  Unless you cheat, you WILL die waiting to give birth.

 

This can be solved by adding dialogue to the guards, or maybe to Lucy, where I can ask for food.  Have them give some raw meat and some dirty water, I don't expect the deathclaws to be chefs, but I do expect them to keep their captives alive.

 

Or put a working water fountain in the cave somewhere, and maybe a pile of scavenged old-world food.

 

Or best of all, maybe let us click on the bedroll to "advance" time to the birth without making us physically wait around for all that time, because that isn't, like, actually fun.

Posted
2 minutes ago, snarfies said:

Finally getting around to trying this.

 

Deathclaw Promontory still has the same major flaw that the classic version had:  If you play on survivial mode, its a deathtrap.  There is no food, there is no water.  There is no way to ask the guards for food or water.  Unless you cheat, you WILL die waiting to give birth.

 

This can be trivially solved by adding dialogue to the guards, or maybe to Lucy, where I can ask for food.  Have them give some raw meat and some dirty water, I don't expect the deathclaws to be chefs, but I do expect them to keep their captives alive.

I remember giving the guards a blowjob gave you food and hydration. If not, there's always breast milk i guess...

Posted
14 minutes ago, gitimothypyn said:

I remember giving the guards a blowjob gave you food and hydration. If not, there's always breast milk i guess...

Ah, I see that it does decrease those needs a little bit.  It is entirely non-obvious, however, not to mention a bit tedious, as it only decreases those needs a little bit.

Posted
7 minutes ago, snarfies said:

Ah, I see that it does decrease those needs a little bit.  It is entirely non-obvious, however, not to mention a bit tedious, as it only decreases those needs a little bit.

 yeah, But it also brings you into the rest of the questline. And ihaven't had any success in this version, But you could also collect deathclaw cum and trick Sam into drinking it. This would change her outfit into the... tribal something? I don't remember entirely. 

Posted

Speaking of non-obvious:

 

I need to "find a weapons" (inappropriate article), which I picked up while getting the radio parts.  I can give the sniper rifle to Pvt. Jessica, but I have no dialog for the other weapons.  Jessica tells me she'll give it to Sam "when its ready," but unlike other objectives in this quest, I have no idea how long that will be.  I've tried waiting a full 24 hours, and nothing changes, there is no way to advance the quest.  Nobody has any new dialogue.

 

EDIT:  I seem to have missed picking up one of the assault rifles.  Again, this is something that could be made a bit more obvious in quest notes.

Posted

And now finally, I escape the cave:  Controls are disabled, and we just SIT there.  Nobody approaches, nobody speaks, nothing happens.  I just get to stare at Jessica's ass, forever.

 

I reloaded from an earlier state, and this time Samantha showed up and did her thing, but you may need to throw in some sort of safeguard to prevent that from happening.

Posted
1 hour ago, snarfies said:

Deathclaw Promontory still has the same major flaw that the classic version had:  If you play on survivial mode, its a deathtrap.  There is no food, there is no water.  There is no way to ask the guards for food or water.  Unless you cheat, you WILL die waiting to give birth.

Just use a speedrun strats, if you know what to do, you don't even need to give a birth at all?

Or you always can use the "cum thing", it restors around 200 water and 200 food, + some sleep deprivation

 

40 minutes ago, snarfies said:

I need to "find a weapons" (inappropriate article), which I picked up while getting the radio parts.  I can give the sniper rifle to Pvt. Jessica, but I have no dialog for the other weapons.  Jessica tells me she'll give it to Sam "when its ready," but unlike other objectives in this quest, I have no idea how long that will be.  I've tried waiting a full 24 hours, and nothing changes, there is no way to advance the quest.  Nobody has any new dialogue.

In the original there's no quest markers at all for the intire quest... Just try to read this poor dialogs more accurate
 

26 minutes ago, snarfies said:

And now finally, I escape the cave:  Controls are disabled, and we just SIT there.  Nobody approaches, nobody speaks, nothing happens.  I just get to stare at Jessica's ass, forever.

Seems like a bug with some stuck tokens(Sam disappeared or something like this that didn't put her up to you), try to reload from a save file a bit before and try again

Posted

I tried to view the deathclaw expansion p2 guide, But i cant seem to open it. Can someone please help? I really want to leave nipton.

Posted
3 hours ago, Neutron_rus said:

Just use a speedrun strats, if you know what to do, you don't even need to give a birth at all?

Or you always can use the "cum thing", it restors around 200 water and 200 food, + some sleep deprivation

 

In the original there's no quest markers at all for the intire quest... Just try to read this poor dialogs more accurate
 

Seems like a bug with some stuck tokens(Sam disappeared or something like this that didn't put her up to you), try to reload from a save file a bit before and try again

 Yeah, yoy just have to pray it works. Or save every time you enter/exit.

Posted
3 hours ago, gitimothypyn said:

 Yeah, yoy just have to pray it works. Or save every time you enter/exit.

It's all works (some times not that obvious, sometimes not at all, but still in all my test runs i have bug with sam only once for 2 years), just use better sorting of mods. Sob should be at the end of the load order list everytime in almost all cases (only merge patches can be below). Many parts in this mod was made many years ago, so it can have some sort of bugs that poor fnv's engine just can't handle.

 

4 hours ago, gitimothypyn said:

I tried to view the deathclaw expansion p2 guide, But i cant seem to open it. Can someone please help? I really want to leave nipton.

Deathclaw Expansion Part 2 (Ep 6):

Required more detailed walkthrough
Posted
9 minutes ago, Neutron_rus said:

It's all works (some times not that obvious, sometimes not at all, but still in all my test runs i have bug with sam only once for 2 years), just use better sorting of mods. Sob should be at the end of the load order list everytime in almost all cases (only merge patches can be below). Many parts in this mod was made many years ago, so it can have some sort of bugs that poor fnv's engine just can't handle.

 

Deathclaw Expansion Part 2 (Ep 6):

  Hide contents
Required more detailed walkthrough

I can open the tab, But when I click 'Required more detailed walkthrough' I get nothing. 

 

Bright orange glowy bastard link is mocking me.

Posted
2 minutes ago, gitimothypyn said:

I can open the tab, But when I click 'Required more detailed walkthrough' I get nothing. 

 

Bright orange glowy bastard link is mocking me.

It's not a link, just an underline like this.

 

And when you see a text, like "Required more detailed walkthrough". What do you think will you get?

 

Posted
24 minutes ago, Neutron_rus said:

It's not a link, just an underline like this.

 

And when you see a text, like "Required more detailed walkthrough". What do you think will you get?

 

 different color, underline, seems important

I'm viewing on my phone and its tyre same scheme i get for links. 

Posted

Changed the 'Required more detailed walkthrough' to  'work in progress'. Question for anybody that has finished the Deathclaw episodes, or Ant episodes to write a walkthrough and private message me it, so that I can add it to the walkthrough.

Posted

Alright, so i found out about this just now. This mod was the only reason i played FNV instead of skyrim (when it comes to my "Loverslab installs" atleast, living with family i can't just play this type of stuff whenever i like) 

 

So if i get this right:

 

this the latest version.

it works with the current mods on the site.

everything around the deadclaws/fenris works. (i don't really care about the others as long as those work.)

 

or am i missing something? if not i'll probably test it somewhere this week. (reinstalling modded skyrim atm)

 

Posted
22 minutes ago, sogeking said:

So if i get this right:

...

It's a question or not?

 

23 minutes ago, sogeking said:

it works with the current mods on the site.

Almost all sexout mods on this site is broken, because old af (like a 3-4 years old mods is problaly 99% will be broken)

 

26 minutes ago, sogeking said:

everything around the deadclaws/fenris works.

It works, not without bugs, but works. Very old and bad written, but still it works.
 

Posted
30 minutes ago, Neutron_rus said:

 

 

Almost all sexout mods on this site is broken, because old af (like a 3-4 years old mods is problaly 99% will be broken)

 


 

yeah i guess this stuff is all getting quite old by now.

 

I was mainly asking for confirmation. I'll try to test it out this week. thnx

Posted

I think 'works' is a subjective term.

95% of the users of this mod will not have bugs/will not consider them bugs, when playing this mod.

3% will run into minor bugs, where a reload of the game and going to a previous save will fix it. (Which is why you should use CASM)

1% will have bugs, that will require some more steps, for which we provide help.

1% wants this mod to do much more, then what it does, and therefor consider this mod (like all Oblivion/Fallout/Skyrim mods to be broken). They expect flawless mods that will never break down, even if you play the game for 3 weeks straight, without restarting.

 

I also posted a list of mods that work with the latest Sexout (with the same 95% rule from above). Perhaps they are also worth checking out.

 

Now a bit of IT-nerdyness from me

 

 


A completely bug-free appkication/mod/thingamajig doesn't exist. I forgot the actual numbers, but the estimimations were something like:

Guru-programmer makes average of 1 error for every 2000 lines of code

Senior-programmer makes average of 1 error for every 1500 lines of code

Junior-programmer makes average of 1 error for every 700 lines of code

 

So image the amount of errors that a group of not-native English speaking volunteer-programmers make. Also don't forget that SexoutBreeder could be read as having approximately 50000 lines of code.

 

(Note that 'error' can mean as little as typo's and unused variables or as big as game breaking. No distinction is made, and it isn't that an error that a Junior makes is necessarily worse than an error that a Guru makes)

 

 

 

 

* to add more to the numbers above. Some companies advertise on how good they are at finding errors, but even a well-trained experienced test-team/code-reviewing-team will find between 25% to 50% of all errors before release. With Linux/Unix/Windows having over 100 million lines of code, you now also understand why so many patches are launched every month.

 


** Patches also contain lines of code, and are therefor also subject to the errors/lines-of-code rules.

 

 

 

 

 

 

 

 

 

Another note from me. Old does not necessarily mean bad. Mainframes (Think the room-filling minicomputers) are still used by a lot of companies. Especially banks and gouverment agencies want to keep them as long as possible, because Mainframes are incredibly stable, and require little maintenance. The fact that most of these machines are over 20 years old, slow as fuck, and only can handle a 2 color palette (Black/Green), proves how valuable old machines can be. The only reason I see companies getting rid of the Mainframe machines is, lack of new hardware, Engineers retiring, speed and energy consumption.

 

 

Posted
5 hours ago, dborg2 said:

old, slow as fuck

By old i only meant the Sexout section on ll, and also put an example time for mods that can be already broken. 

 

I can understand Old and Slow, but not Old and Broken. The first one is still works maybe a bit bad but still, the second is not at all. That's it.

 

If continue IT-nerd stuff

Spoiler

 

If grab from your example Guru and Senior (2000 and 1500 lines of code per error).

How many stuff Guru and Senior coders will make with the same count of lines before get the error limit? If Guru can optimize his stuff more and use less lines to make the programm work. And Senior using in 1.5-2 times more lines for the same one programm.

 

Also i don't think that User29 was a Guru-coder?

Posted
On 6/22/2018 at 9:43 PM, Neutron_rus said:

It's a question or not?

 

Almost all sexout mods on this site is broken, because old af (like a 3-4 years old mods is problaly 99% will be broken) 

 

It works, not without bugs, but works. Very old and bad written, but still it works.
 

To answer you Neutron,

 

 


Sexout mods made for Sexout 94 (Or 95. I honestly forgot) or older will probably have bugs, as a big overhaul in the next version altered the way that sex-scenes should be called. That means that mods where the modmaker hasn't updated or posted a new version for 3-4 years, will likely have these issues. Other then the actual sexscenes, the rest of the mod works as it did 3-4 years ago.

 

Sexout Breeder, being maintained by you and others until recently, has updated the calls to Sexout scenes. Therefor I assume you were referring the 'other' mods, when you were referring the being broken.

***This is more for clarification for new users. This mod is NOT broken***

 

As for the it-nerdy stuff. In the same classroom I also learned that junior programmers need about twice the amount of code to do the same as a guru-programmer.

 

Note1: Don't mistake assholes for guru programmers. Good programmers make sure that the code is readable for all. So the 1 line that does all calculations in the universe, isn't written by a guru-programmer, but by somebody that has job-insecurity, and should get fired on the spot for writing that piece of garbage code)

Note2: Also not mentioned in 'errors' are comment lines that programmers write to clearify what they are doing. Huge errors can be made there, causing people to assume functions do different things, then what they actually do.

Example of a deliberate error

 

 

 

 

 

 

Yes. This is exaggerated, but 'functioncreep' in which a function does more then what it describes, and just plain errors inside a function happen a lot. For instance what would happen if BB was 0.

 

 

 

User29, like any other modmaker (with the exception of JSawyer) started with a skill level of as a volunteer-programmer, which is even lower as a junior modmaker. Depending on his skill of learning from mistakes, he might have reached junior status or perhaps even senior status, but only the best of the best programmers at Obsidion/Bethesda will have guru-programmers, as guru-programmers not only know how to program, but also know all bugs within the GECK itself, to make sure they don't use faulty functions.

 

Since the GECK itself is riddled with bugs, I doubt it's even possible to make flawlesss big mods.

 
 


Function int AAPlusBB(int AA, int BB)

   ; This function adds AA to BB and returns it

   return AA / BB
 
 

______

Anyway. To not derail this topic too much.

 

Mods written for version 94 of Sexout or older use old functioncalls, which behave differently in the current version of Sexout as what they did back then. So mods from 2014 and older, that haven't been updated since then are suspect.

 

SexoutBreeder has been updated a lot since then, so most likely all old Sexout calls have been replaced with the newer, better calls.

 

 

 

 

ps. Twice in a row I forgot the closing tag for Spoilers, causing too much text to be put in the spolier... Proving that I make errors, or that I'm plain stupid...

 

------------

Anyway. To not derail this topic too much.

 

Mods written for version 94 of Sexout or older use old functioncalls, which behave differently in the current version of Sexout as what they did back then. So mods from 2014 and older, that haven't been updated since then are suspect. This is what Neutron means when he talks about "old and broken" mods.

 

SexoutBreeder has been updated a lot since then, and all old Sexout calls have been replaced with the newer, better calls.

 

 

 

Posted
19 hours ago, Neutron_rus said:
  Hide contents

 

Also i don't think that User29 was a Guru-coder?

That is very likely correct. If I remember correctly many people helped him and in some of the old pages you can see where he mentions this. Another person came through and re-wrote the dialogue as well if I am correct (sometime around v4) A lot of people came and gone that worked on this ... likely the reason User29 gave the mod up to the LL community so that those that can make it better and work on it can. (Thankfully otherwise, you wouldn't have this mod anymore as it wouldn't work at all with any of the current Sexout Pregnancy etc. as it was pre Spunk and all the code that was required to make it work has been removed from Pregnancy if I remember correctly ... :D )

Posted

I don't know if anyone else has had this problem but I had an issue where everytime I tried to had sex with the alpha in the promontory the alpha would disappear during or after sex. Every time. Even if I exited the game an reloaded an earlier save the first sex act would cause him to disappear. I noticed there was an error after the act in the console relating to sexlab positioner so I removed it from my load order and from my mods and now I can sex without the alpha ascending to a higher plane of existance.

 

Might be useful if someone else is having this problem.

 

Update: Well I'm having the problem again. While the above did fix that particular problem (and only that problem) afterwards I started getting the more common actor disappearing randomly problem. Probably the stuck token thing that's common with sexout. I have noticed other mods like spunk throwing out script errors in the console. Is that normal and should I ignore it? Would really like to get through this mod since I haven't played it in a while and I finally got my new vegas stable again. Really enjoying the suble new additions so far.

 

Update 2: Got past Riverside Takeover and did the quest to get the fert-ez and now I'm stuck. I'm having the same problem I always have at this part, my character can't get pregnant. I saw in the console log there was a series of errors thrown out by sexout spunk. Took a screen.ScreenShot1.thumb.jpg.d289702038ad8a8b5c171102706c58e0.jpg

Posted

 

Quote

WastelandExtended.esp (Removes invisible walls. Causes NavMesh conflicts in Nipton, causing forced dialog to fail triggering - Mod no longer available on Nexus)

So i'm assuming this won't work with stuff like this?:

https://www.nexusmods.com/newvegas/mods/42285

https://www.nexusmods.com/newvegas/mods/48511

 

and is there a work around? kinda wanted to fuck around with cars again and i'm pretty sure i used to run it back around 8.4 when user 29 was still runnin the mod. I'll refrain from installing both for now. Unless someone knows of a fix, or can point me to exactly what i'd have to change in geck.

Posted
20 hours ago, sogeking said:

 

So i'm assuming this won't work with stuff like this?:

https://www.nexusmods.com/newvegas/mods/42285

https://www.nexusmods.com/newvegas/mods/48511

 

and is there a work around? kinda wanted to fuck around with cars again and i'm pretty sure i used to run it back around 8.4 when user 29 was still runnin the mod. I'll refrain from installing both for now. Unless someone knows of a fix, or can point me to exactly what i'd have to change in geck. 

I don't know if it works with different mods, but this mod specifically had an issue. It might be that the other mods leave the NavMeshes intact.

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