Jump to content

SexoutBreeder [v5.9.3] New Data Pack [v12] and experimental plugin


Guest user29

Recommended Posts

Posted

>_< But I never had these types of problems before now. Almost always it has been plain old mod incompatibility.

 

How many mods have you used, which implement new NPC behavior, including new animations which the character participates in?

 

Mostly, I have seen NPCs approach the character, outside of sexout, is when either there was some trigger (it happens because you are in a certain place) or the NPC was specifically spawned to approach the character.

Posted
>_< But I never had these types of problems before now. Almost always it has been plain old mod incompatibility.

It's just a Fallout Engine thing, my game was running fine many times then I've screwed it all up by adding one outfit mod & had to reinstall.

When you get everything working, backup your data folder.

Posted

I've been trying the Coyote/Fenris quest line.

 

The update to the new data file coincided with my move to the Fenris part of the quest, so, I didn't immediately understand that I was having a problem when pups began showing up as apparel in my inventory, and, if I dropped them onto the ground, they resembled boxes that might contain cereal or detergent. I was still trying to figure out whether the problem was that I was supposed to be carrying them around on my person until they matured, there were somewhere I was supposed to be depositing them, or what, when....

 

The change to the Pregnancy mod came along, and, since it seemed like a fairly considerable change, I decided to do a clean install of Pregnancy, and Breeder, just to be on the safe side.

 

The, "cereal box pup," problem began from the moment that the mod began. What have I suddenly done wrong?

Posted

When you birth pups now they're added to your inventory for a while as "pups" and then they mature there. Then they turn into the little guys that follow you around. They're not made to be dropped. Once they start following you around you can pick them up again and carry them around and that's something breeder added.

Posted

When you birth pups now they're added to your inventory for a while as "pups" and then they mature there. Then they turn into the little guys that follow you around. They're not made to be dropped. Once they start following you around you can pick them up again and carry them around and that's something breeder added.

 

Thanks, a lot.

 

I'll have to speed up the maturity rate for the pups.

Posted

Actually NMM works perfectly

NMM doesn't work perfectly. It barely works at all. For one' date=' last I checked it couldn't run half of the existing OMOD/FOMOD scripts without crashing. For two, last I checked was months ago because after an update it just started crashing on startup due to a corrupt .dll file in its own directory. Multiple reinstall attempts later, here was my (paraphrased) conversation to their support thread:

It crashes on startup. Here is the error message.
Are you sure it's crashing?
Yes.

Months later and the only response to that thread has been me bumping it once or twice to try to get someone to look at it. Had to completely wipe and reinstall Oblivion, Skyrim, FNV, and FO3 because I couldn't deal with any of the active mods.

Posted

Are you sure it's crashing?

Posted

Actually NMM works perfectly

NMM doesn't work perfectly. It barely works at all. For one' date=' last I checked it couldn't run half of the existing OMOD/FOMOD scripts without crashing. For two, last I checked was months ago because after an update it just started crashing on startup due to a corrupt .dll file in its own directory. Multiple reinstall attempts later, here was my (paraphrased) conversation to their support thread:

It crashes on startup. Here is the error message.
Are you sure it's crashing?
Yes.

Months later and the only response to that thread has been me bumping it once or twice to try to get someone to look at it. Had to completely wipe and reinstall Oblivion' date=' Skyrim, FNV, and FO3 because I couldn't deal with any of the active mods.

[/quote']

 

hmm had very few problems with nmm not my favorite mod manager but currently the one im using for fallout nv, and im running some heavy mods on it, TTW, sexout, project nevada, wmx mods for weapons, eve, weather mods, etc

Posted

Question and Suggestion

 

I got the idea for Breeder and quests one can out of the natural (Jawba, Alien ....) and mutations

I think if it is possible could afford if the player chooses ability lands devastated in early games.

 

I will like to know what are your next episodes (Jawba, Aliens, Centaur??)

Posted

Spore carriers are next. But they probably won't be for a couple weeks at the earliest.

Posted

All right so I buckled down and created my own sort of scanner system for the novac deathclaws because of this suggestion from the pregnancy thread:

 

 

I was going to recommend you look into how the BrutalRapers mod works and see if you could implement that kind of random activity for the DCs in some manner. That way the entire experience would include watching the women procreate' date=' gestate, and birth the young. This would be far more enjoyable than the static NPCs you have now. (NOT A COMPLAINT... just a suggestion from a fan)

:)

[/quote']

 

So now, every hour or so, while running around novac, there is a chance you can run across some NPC's engaged in some unsanctioned baby deathclaw making.

 

There's even a chance a random deathclaw might grab you instead.

 

I gotta admit, it adds a lot to the experience, so thanks for that suggestion. See, it never huts to ask.

 

EDIT: And if anyone could help me out, I'd appreciate it. The last 2 deathclaw animations, the ones where the female dominates the deathclaw are messed up for me. Look at the attached pic. Am I missing as sexout or data pack update? I thought this was fixed.

 

I'm using sexout core 2.5.71

and data 1.3.0.

 

If anyone has the dominant sex animations working right, could you tell me what versions those two are for you?

post-14910-1359788199988_thumb.jpg

Posted

Those have never worked right for me. I assume the files got switched around at some point.

 

Your new scanner sounds awesome. How hard would it be to stick in the breeding cave, Nelson and Riverside?

Posted

Actually, it'd be pretty easy, I'd just need to populate a few new formlists and then duplicate some code. We'll see how you guys like it in Novac first. If that goes well, or if you guys have any suggestions for that, I'll make changes and then apply to novac and riverside.

 

someone (I want to say eviljanitor) has the right animations for that. Or did anyways.

Posted

No, I've been doing extra things lately to make sure you guys don't need to clean save. And when you do need to, you shouldn't actually disable everything just because breeder requires a clean save. When I say breeder free save, that means you only need to disable breeder, save, then reenable breeder and play.

Posted

That's good..

 

Wonder if sexoutcommonresources is the same.

 

commonresources I don't think ever needs a clean save. Pregnancy sometimes needs one, but again, you should just be disabling that, not everything.

 

As far as I know anyways. That's what I do.

Posted

OMG OMG OMG... Random DC scrogging action!!! Woot!!

 

Umm... Does it work on for the Bighorners too? :blush:

 

Suggestions:

  • Maybe look at how to allow the user to adjust the rate of activity. That way if the player... er... Queen feels that production is down, or just wants to engage in camp wide orgy, they can change the scanner sensitivity in the MCM.
  • As another output improvement capability, put in the ability for the Queen to apply fertility meds to the NPC/companion. Not sure how this would work, but it's a canonical idea based on what the good doctor in the fire dept building came up with. Might have to work with Halstrom on how fertility can be affected on each NPC/companion.
  • You mentioned earlier, that you wanted to have more NPCs that can be recruited or captured. Now they can simply be placed in Novac, Nelson, or Riverside and left to weather the storm of attention the DCs will put on them.
  • Maybe have a way to have the DC scanners check to see if the target is at a certain % fertility and whether they are already pregnant. This would reduce the problems the PC may have interacting with already impregnated NPCs. Maybe it can be a chance of activity based upon fertility level and pregnancy. The pregnancy requirement could be a setting that can be turned off and on. There are probably many ways to approach this.

 

 

In the end, this may be a great change in how your mod works. It could allow the users to actually control how the environment is working in relation to the scenarios you are building.

 

Thanks for the props for the idea... but it's your work that we all appreciate greatly. I'm so looking forward to more breeding fun with the Mohave residents. :)

Posted

Here is a copy of my deathclaw mesh folder' date=' and yes my animations do work right. :P

[/quote']

 

User29: my animations look like yours so can you keep me posted on your fix?

Thanks! :D

Posted

Here is a copy of my deathclaw mesh folder' date=' and yes my animations do work right. :P

[/quote']

 

That didn't do it. could you go to

 

Data\meshes\characters\_male\idleanims\SexoutNG\takers\other

 

then in that folder, zip up the files

1301b through 1311b

 

There should be 7 in total.

 

If that doesn't fix it, then we're going to have a look at your sexout version. But I'm thinking that's it. These are the non deathclaw animations that match.

Posted

I am encountering an odd problem. I have just been captured by the NCR(hand mutation part) and every time I get out of the char my game crashes right there and then. I have just this morning updated my SCR to see if that fixed the missing santa bug(have not confirmed fix yer, been having deathclaw fun) and I already updated EVERY other sexout related mod I have with the proper load order. Please tell me what might be causing it. The only mod change I did recently was updating Millenia's M37 Ithaca mod and his GRA retexture thing.

Posted

Do you have the breeder data pack? Post your load order as well.

Posted

"Scanner" is finished for now. And fully functional. I also threw in the ability to set the town's level of debauchery via Lucy. Continual fucking seemed a little code intensive so you can only activate that for a limited time before the girls need a break.

 

I want to get some more Sam companion stuff done, maybe add her to the "scanner", and get in some Riverside dialogue someone has been kind enough to write me, and maybe I'll release the update tomorrow.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...