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


Guest user29

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Posted

I got distracted for an hour and 4 minutes when trying to modify my post. Maybe that one doctor was right. Maybe I have a mild degree of ADD.

Posted

Hey User29, so when you can get your mutation removed by the doctor can you make it so that ":your deathclaw womb" goes away too?

I couldn't have any other offspring except deathclaws... :(

Posted

I found some modified duplicates(multiple versions of the same effective mod EX: populated casinos.esp and populated casinos_mid.esp) and deactivated the less relevant versions but I just decided to start a new game. Goodsprings still' date=' for some wierd f****** reason, crashes me at random buildings and parts of the Goodsprings Source path. It's the fact that only Goodsprings does it that makes it odd, then again with 155+ active .esp and .esm files its amazing that my game isn't tearing at the seams from bugs.

[/quote']

 

Do you get the mutation message about your claws growing in (you open your eyes etc) before it crashes or does it just crash?

I get the message, stand up, move to make the left soldier's head 4 pieces via claws, crash.

 

That's a super weird time for it to crash. Let me know when you try disabling everything.

 

Hey User29' date=' so when you can get your mutation removed by the doctor can you make it so that ":your deathclaw womb" goes away too?

I couldn't have any other offspring except deathclaws... :(

[/quote']

 

Your womb only converts pregnancies when you use it in your inventory. The only thing it does automatically is turn one deathclaw egg into three.

Posted

Your womb only converts pregnancies when you use it in your inventory. The only thing it does automatically is turn one deathclaw egg into three.

 

I'll try to verify this, but it does seem to be kicking in the fetus conversion automatically without any interaction.

Posted

Aside from your plans for the next episodes and my suggestions for mirelurks and cazadors, I had another idea that came from the conversion of Sara: Geckos. I think the Devil's Gullet has geckos in it, otherwise that was something added by Warzones. I know Warzones adds a Goliath-sized gecko to the cave, but I have no clue if it added the other geckos or if they were there already.

Posted

Your womb only converts pregnancies when you use it in your inventory. The only thing it does automatically is turn one deathclaw egg into three.

 

I'll try to verify this' date=' but it does seem to be kicking in the fetus conversion automatically without any interaction.

[/quote']

 

Not sure if I had an issue like that or if the Mutation was rigged to do so, but after the bloatfly episode, whether I became the queen or not, I would constantly be spawning bloatflies(for a limited time without the mutation)

Posted

Your womb only converts pregnancies when you use it in your inventory. The only thing it does automatically is turn one deathclaw egg into three.

 

I'll try to verify this' date=' but it does seem to be kicking in the fetus conversion automatically without any interaction.

[/quote']

 

Not sure if I had an issue like that or if the Mutation was rigged to do so, but after the bloatfly episode, whether I became the queen or not, I would constantly be spawning bloatflies(for a limited time without the mutation)

 

I would not be surprised at that result. The boatfly mutation is very... prolific.

 

What I, and maybe other encountered, is when Halston added the chance of the fetus to be the same species as the mother. After my PC enjoyed an evening with Titus, she became impregnated with a human female fetus. At first I was annoyed, but figured it could be a great addition to the clan. A few days later, I got the message that the fetus had be converted to triplet eggs.

 

I'm trying to see if there is a trigger that is causing this so that I can give some details to user29 to work with.

Posted

Your womb only converts pregnancies when you use it in your inventory. The only thing it does automatically is turn one deathclaw egg into three.

 

I'll try to verify this' date=' but it does seem to be kicking in the fetus conversion automatically without any interaction.

[/quote']

 

Not sure if I had an issue like that or if the Mutation was rigged to do so, but after the bloatfly episode, whether I became the queen or not, I would constantly be spawning bloatflies(for a limited time without the mutation)

 

When you become the queen you're more or less converted into a bloatfly factory so the continual pregnancy is intended. After the mutation wears off, it doesn't immediately terminate any current pregnancy so that's what that was about.

 

I would not be surprised at that result. The boatfly mutation is very... prolific.

 

What I' date=' and maybe other encountered, is when Halston added the chance of the fetus to be the same species as the mother. After my PC enjoyed an evening with Titus, she became impregnated with a human female fetus. At first I was annoyed, but figured it could be a great addition to the clan. A few days later, I got the message that the fetus had be converted to triplet eggs.

 

I'm trying to see if there is a trigger that is causing this so that I can give some details to user29 to work with.

[/quote']

 

The code for the womb that happens automatically is

 

if bInfected >= 3
if bImpregnatePlayerNextTime == 1
	set bimpregnatePlayerNextTime to 0
	player.additem SexoutP3GestatingEggDeathClaw 3 1
	showmessage A4TrippleEggsMessage
	player.additem SexoutP3PregnantTokenF 1 1
endif
if player.getitemcount SexoutP4BirthStageToken == 0
	if player.getitemcount SexoutP3GestatingEggDeathClaw > 0
		if player.getitemcount SexoutP3GestatingEggDeathClaw < 3
			playerRef.CIOS SexoutP9RemovePregnancy
			set bImpregnatePlayerNextTime to 1
		endif
	endif
endif

 

So if the player has gestating deathclaw eggs that are < 3, the code removes that pregnancy (so any gestating anything) and says, the next time the script run (remove pregnancy requires a couple seconds to finish) to re-impregnate the player and restart the pregnancy with 3 eggs.

 

So your mysterious miracle deathclaw human baby didn't get converted, you also had a gestating deathclaw egg, my code saw that, wiped everything, then reimpregnated you.

Posted

Just a note and a request. For characters with the animal friend perk the molerat in the nest in Riverside is not hostile. Would it be possible to get rid of the molerat in a non-violent way for us animal friends?

Posted

There, took him out of the animal friends faction for you. If you don't feel like waiting and don't want your player to kill the animal, just open up the console, click on the molerat, type kill, then enter and he'll die.

Posted

You caught me while gecking.

 

I just put in a little something extra for you, so make sure you check out the mole rat when I update.

Posted

You caught me while gecking.

 

I just put in a little something extra for you' date=' so make sure you check out the mole rat when I update.

[/quote']

 

I has a few ideas for more experiments in the firehouse.

 

1 A study to see if the pheremones in deathclaw cum could be weaponized for use against hostile female troops (useing ncr captives as test subjects)

2 A handheld weapon (dart gun) that can be used to deliver said pheremones into targets bloodstream (can be tested on said captive ncr troops)

3 repeat 1 but only after female captive ncr agree to become double agents for the pc character

 

 

Is there any way we can get those fire geckos by riverside added to a do not impregnate list or sara. Im getting tired of being attacked by baby geckos.

Posted

If you're playing through riverside right now, you should probably stop, I'm adding a bunch of stuff to it.

Posted

I'm adding a ton of dialogue a few writers have written for me for during the gir's pregnancies, and for after the take over. In addition, I'm adding the suspicion mini game where you have to quell the town's rumors. lastly I'm adding the need to get meat for the baby deathclaws.

Posted

*user29

What I meant when I said "for a limited time" I was referring to not becoming a queen and escaping the other way. I probably should have been more clear before. In one of my past characters, I had escaped the non-queen way and had gone to start the bighorner episode. I had a major issue that only stopped after I entered and exited the bloatfly cave via the door: I was still being impregnated for no reason with bloatfly offspring. Old issue that won't be happening to me again since I thought it was so annoying that I now avoid that episode like the plague....or AIDS.

Posted

So if the player has gestating deathclaw eggs that are < 3' date=' the code removes that pregnancy (so any gestating anything) and says, the next time the script run (remove pregnancy requires a couple seconds to finish) to re-impregnate the player and restart the pregnancy with 3 eggs.

 

So your mysterious miracle deathclaw human baby didn't get converted, you also had a gestating deathclaw egg, my code saw that, wiped everything, then reimpregnated you.

[/quote']

 

Well, I couldn't recreate the problem, so maybe user29 is correct on the logic.

 

But I had fun trying. ;)

 

Some things I learned:

  • Do not leave your human offspring in any DC occupied areas. At first they will be children size and be chased around the area because the are apparently indestructable. Once they grow up a bit, they will be killed off by the DCs. Only way to prevent that is to use Companion Commander to make them teammates.
  • I am starting to have problems with pregnancy stalling. Normally, you can sleep through several days to speed things along. That seems to not be working as it should. It will work for a little while, then time seems to stop. I say "seems" because if you spend time just wandering about, the pregnancies do make progress based on game time. I suspect it may have to do with the vast number of offspring my PC has left about the Mohave. Maybe it is connected to the number of "followers". Just guessing really. But it would be nice to have a way to make offspring not part of the "followers" crowd permanently (other than by killing them).

Posted

There's an mcm option to make them not follow you anymore.

 

So if the player has gestating deathclaw eggs that are < 3' date=' the code removes that pregnancy (so any gestating anything) and says, the next time the script run (remove pregnancy requires a couple seconds to finish) to re-impregnate the player and restart the pregnancy with 3 eggs.

 

So your mysterious miracle deathclaw human baby didn't get converted, you also had a gestating deathclaw egg, my code saw that, wiped everything, then reimpregnated you.

[/quote']

 

Well, I couldn't recreate the problem, so maybe user29 is correct on the logic.

 

But I had fun trying. ;)

 

 

 

I'm correct because that's what the code says :P

Posted

Is the turning in the pups to den mother broken right now? I cannot seem to talk to the puppies to want to give away or get the den mother to accept them. Thanks

Posted

Is the turning in the pups to den mother broken right now? I cannot seem to talk to the puppies to want to give away or get the den mother to accept them. Thanks

 

You need to be fully accepted into the pack before you can do that. Which means you've brought the alpha back some meat and talk to him a couple of times.

Posted

I've encountered a couple of issues--

 

1) Since the change to pups that you carry around for a while, I can only turn in one of the group when they eventually hit the ground. There is no talk intereaction option for the others.

 

2) At one point when I was running around with Fenris and had a pup to turn in, I ported back to the cave, went inside, turned it in, was told that Fenris was depositing it in the main chamber (where we already were), and he vanished from the face of the Earth.

 

I was constantly receiving messages about having too many followers as a result of the pups I had not been able to turn in at the time, so, I guessed that, perhaps, he vanished and couldn't return because the follower limit was exceeded. So, I backed up to the save before I turned in the pup, shot all of the adult offspring outside the cave (which vanished like ghosts when killed), went in, again, turned in the pup, again, and Fenris vanished from the face of the Earth, again. The wolf whistle did nothing.

 

Will anything bring Fenris back, or have I reached a dead end?

Posted

Sounds like halstrom's update might be messing with how that works. The obvious thing to do is not turn in pups to Fenris until I have a look at it.

Posted

Found a bug I think' date=' sometimes when the random DC breeding event in novac the PC with get stuck there watching, after the event is done, like i was standing there, and tfc didn't toggle back off afterwards so when i did it i couldn't move anymore

 

Edit: also during the coyote episode my PC become permanently unconscious after the stalker and coyote fight

[/quote']

 

 

]That was a bug, It's already fixed in the next unreleased version. A couple people have had a problem with the nightstalker not spawning/approaching them, it always seems to be caused by not having the propper scr/pregnancy updates.

 

 

the stalker and the coyote do spawn, but after they finish fighting the coyote walks over the the PC, and i'm supposed to get up and reward the coyote, the issue is i never get up, i keep getting "PC is unconscious" message in the corner

Posted

I don't know what to tell you. The death of the nightstalker is suppose to dispel the knock out effect.

 

the code for that is seriously,

 

Begin Ondeath

 

player.dispel KOEffect

 

End

 

And another thing that tells the coyote to talk to you. So that block is playing since the coyote knows to go and talk to you. I haven't the foggiest idea why the KOeffect wouldn't properly dispel.

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