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support_me_on_kofi_blue.png (980×198) 

Fertility Framework Discord: https://discord.gg/ufuffAeBAq               

The discord has roadmap, development progress, ability to request features, etc.                                                      

Fertility Framework (Beta Release)                                                                                                                                                                 

Welcome to the Starfield Fertility & Xeno-Incubation Framework. This mod is a complex, background state-machine that tracks your character's biological fertility cycle in real-time. It operates seamlessly in the background, handling everything from standard human pregnancies to deep sci-fi xeno-parasite incubations, complete with dynamic body scaling and custom companion integrations. It currently only works for a female player character. 


Required Dependencies: 

  • SFSE
  • Cassiopeia Papyrus Extender
  • XenoMasters

 

Optional:

  • SFF Body Replacer

 

Installation:

  1. Drop the contents into your "..steamapps\common\Starfield\Data" folder or install using Vortex/MO2
  2. Be sure that you have loose files enabled. Put this in your StarfieldCustom.ini if you don't already have it.
    [Archive]
    bInvalidateOlderFiles=1
    sResourceDataDirsFinal=

 

 


1. ⚙️ Core Mechanics & Features

The framework actively tracks Universal Time (UT) and seamlessly transitions your character through biological states using highly optimized background scripting.

 

A. The Cycle & Pregnancy Engine

  • Biological Phases: Automatically cycles through Menstruation -> Follicular -> Ovulation -> Luteal phases.

 

Phase Base (No Mutation) Stage 1 (Compatible) Stage 2 (Adapted) Stage 3 (Broodmother)
Menstrual 72 hours 72 hours 72 hours 72 hours
Follicular 144 hours 120 hours 96 hours 60 hours
Ovulation 72 hours 120 hours 168 hours 240 hours
Luteal 144 hours 120 hours 96 hours 60 hours

 

 

  • Insemination Tracking: Hidden scoreboards track cumulative volume (up to 1000mL) from sleep events and interactions, decaying dynamically over time.
  • Gestation Progression: Successfully transitioning into the Fertilized state triggers a UT timer that progresses through Three Trimesters, culminating in Labor and a postpartum Recovery phase.
  • Dynamic Lactation & Pumping: Triggers during the 2nd Trimester. Milk volume continuously generates (up to 1000mL), shifting your status between Producing, Full, and Engorged. You can now use the craftable Manual Breast Pump consumable to physically reduce your volume, clear the Engorged debuff, and yield usable Breast Milk items.
  • Xeno Pregnancy Tracking:

 

Phase Stage 1 (Compatible) Stage 2 (Adapted) Stage 3 (Broodmother)
Fertilized 24 hours 12 hours 3 hours
First Trimester 96 hours 72 hours 48 hours
Second Trimester 96 hours 72 hours 48 hours
Third Trimester 96 hours 72 hours 48 hours
Labor 12 hours 12 hours 12 hours
Recovery 72 hours 24 hours 24 hours

 

B. The Xeno-Incubation Track

  • Mutation Phases: Tracks repeated xeno-exposure, mutating the womb through Compatible, Adapted, and Broodmother stages. Higher stages drastically increase xeno-fertilization RNG and alter cycle durations. Currently, sleeping with a xeno pet deployed while the player is 'Ovulating' will trigger insemination events (until we can get some animations). After 5 insemination events, that will trigger womb mutation.
  • Live Xeno-Births: Completing a xeno-labor cycle will dynamically spawn a friendly, scaled-down creature matching the specific alien "Father". We have baked in explicit, native support for Terrormorphs, Heatleeches, Ashta, Xenogrubs, and Swarmlings. Pregnancies from these specific species will render dynamic, custom xeno-uterus graphics on your UI status widget. Unrecognized or non-mammalian alien fathers will default to an "Egg" pregnancy on your widget, resulting in the player laying a warm, incubatable Alien Egg.

 

C. Mod Integrations

  • XenoMasters Native Support: Includes a built-in, dynamically injected dialogue patch for the XenoMasters mod. You can approach your active companion pets (or stationed outpost pets) and select the [Mate] dialogue once your character's womb starts to evolve to be compatible with xeno.

 


2. 🌟 The Visual Morph Architecture

No more proxy items or invisible armors. The framework now utilizes a native, "Infinite Resolution" scaling system. By bypassing standard equip limitations and utilizing pure Papyrus math, the Morph Manager seamlessly scales belly and breast sliders by micro-decimals every single in-game hour. Your physical 3D mesh will dynamically and organically inflate/deflate in real-time to match your exact pregnancy progression and milk volume without ever cluttering your inventory.

 


3. 🗺️ Development Roadmap

With the core biological engines, visual morphs, and XenoMasters integration complete, the remaining focus is on player control and expansion:

  • Configuration Holotape: A craftable in-game tool to toggle specific framework features, adjust cycle durations/RNG chances, and view hidden statistics (like Total Xeno Births).
  • SAF Integration: Hooking framework milestones into the Starfield Animation Framework.
  • Expanded Consumables: Additional ingestibles like Forced Ovulation pills and cycle-altering suppressants.

4. 📝 Testing & Feedback

While testing this beta build, I am specifically looking for feedback on:

  • Morph Pacing: Does the hourly micro-scaling of the body morphs feel smooth during standard gameplay?
  • XenoMasters Integration: Are the [Mate] dialogue options appearing correctly for pets across different active slots and outposts?
  • General Pacing: Does the Universal Time (UT) math feel balanced for a standard playthrough?

 

Edited by mystic_cat
Updating requirements


What's New in Version 0.5.3

Released

EDITED: I've uploaded some images of the birthing and breastfeeding animations that I've been working on. I have a way to make xeno animations so I'll be creating a few basic animations for breeding, birthing and breastfeeding for the next version release.

Changes:

  • Removed UIPlayNice dependency to bake in the UI script

 

IMPORTANT:

I recommend installing on a new save. However if upgrading from 0.5.2 you can do the below step to fix the widget.

If loading the new version on an existing save. Be sure to open the console and run 'help FF_UIBridgeQuest' to get the quest id.

Then run 'StopQuest <quest-id-here>' followed by 'StartQuest <quest-id-here>'


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