BigOnes69 Posted March 16, 2014 Posted March 16, 2014 sorry my version sometimes crashes on exit, sometimes not. I can remove the mods which is extensive for pregnancy and I get the same results. I am running a ttw install with many mods so I am not a good test subject.
Daedric Prince of Lust Posted March 17, 2014 Posted March 17, 2014 Need help. I have the latest version of everything (NVSE, SCR, SexoutNG, MCM, etc) and the latest beta version of Pregnancy (the ESM plus the Data files, including the Maternity clothing files). So far I haven't really tested the mod because no one seems to have gotten pregnant yet, but there is no SexoutPregnancy tab on MCM whatsoever. I double-checked and the mod is ticked and is there on my load order, on it's correct place (right after CommonResources.esm).
Halstrom Posted March 18, 2014 Author Posted March 18, 2014 Update 20140318.1: Fix to "<No Name> Fertility Added" at startup
Halstrom Posted March 20, 2014 Author Posted March 20, 2014 Alpha Update 20140321.1: Untested Implemented Optional Menstration Effect Chances of Menstration in first 10% of pregnancy are as set in 0-100% MCM slider -1 Charisma & + 5% Critical Chance Let me know if these effects seem appropriate or any thoughts or issues with this
saviliana Posted March 23, 2014 Posted March 23, 2014 Alpha Update 20140321.1: Untested Implemented Optional Menstration Effect Chances of Menstration in first 10% of pregnancy are as set in 0-100% MCM slider -1 Charisma & + 5% Critical Chance Let me know if these effects seem appropriate or any thoughts or issues with this SexoutPregnancyV3-20130321.1.zip Wrong Year on the file name, it should be 20140321.1, not 2013
Halstrom Posted March 23, 2014 Author Posted March 23, 2014 Wrong Year on the file name, it should be 20140321.1, not 2013 Oops, thanks, fixed Update 20140321.1: Implemented Optional Menstration Effect Chances of Menstration in first 10% of pregnancy are as set in 0-100% MCM slider -1 Charisma & + 5% Critical Chance Let me know if these effects seem appropriate or any thoughts or issues with this
fejeena Posted March 24, 2014 Posted March 24, 2014 small mistake/mix-up, description at the bottom from Male Fertility and Peak Male fertility should be reversed. In the "2013" and the new 20140321.1 Version.
Halstrom Posted March 24, 2014 Author Posted March 24, 2014 small mistake/mix-up, description at the bottom from Male Fertility and Peak Male fertility should be reversed. ScreenShot15.jpg ScreenShot16.jpg In the "2013" and the new 20140321.1 Version. Cool, thanks, fixed that for the next beta release
KainsChylde Posted March 24, 2014 Posted March 24, 2014 Will menstruation affect player only, or female NPCs as well? If it affects NPCs, maybe add a confidence/aggression/whatever the stat is boost. I think it's aggro, whatever it is that determines if an NPC will run away.
Halstrom Posted March 24, 2014 Author Posted March 24, 2014 Will menstruation affect player only, or female NPCs as well? If it affects NPCs, maybe add a confidence/aggression/whatever the stat is boost. I think it's aggro, whatever it is that determines if an NPC will run away. It works on NPC's too, will look into aggro perhaps.
ChianasGeek Posted March 25, 2014 Posted March 25, 2014 That reminds me of a French & Saunders sketch, about a tampon product line named... CARNAGE!
Halstrom Posted March 27, 2014 Author Posted March 27, 2014 Update 20140327.1: Added support for Behemoth & NightKin pregnancies, not supported in Offspring yet though. Fixed a possible issue with Supermutant pregnancies Did some background work in preparation for SexoutSpunk integration Added more debug messages to show adding of stuff to Vendors & SexoutStore Fixed MCM info mixup on Male fertility Requires SCR 20140327.1 or later
sidfu Posted March 27, 2014 Posted March 27, 2014 got a question what controls if they have tripleets. out of my new playthru got 3 women preg but out of the 3 women 2 of them have 3 babby tokens. about to use the newest update but wanted to ask that before updated it
Halstrom Posted March 28, 2014 Author Posted March 28, 2014 got a question what controls if they have tripleets. out of my new playthru got 3 women preg but out of the 3 women 2 of them have 3 babby tokens. about to use the newest update but wanted to ask that before updated it Well there are 2 ways of having twins / triplets. One is having more than one ova present and multiple ova's being fertilised. So higher than 100% Fertility causes up to 5 ova at the peak of fertlitiy cycle. The other is each ova has a base 3% chance of being twins and 1% chance of triplets but this is increased by large amounts of Semen present and the Male Fertility Slider. Which now I realise I have recently increased the quantity of semen x10 to be more in line with SexoutSpunk quantities when I change over. I now need to adjust the multiple births modifier for semen quantity too. So I just did so for the next beta release by dividing fSemenTotal by 10. ; *** Calculate chances of conception Set fSemenChance to SexoutP0QVAR.fFertPeakPercM / 100 Set iMaleRoll to GetRandomPercent Set iChanceDadRace to 50 Set iChanceBad to GetRandomPercent - 40 Set iChanceMult to GetRandompercent + ((fSemenTotal / 10) * fSemenChance) Set iBabyCount to 1 if iChanceMult > 96 Set iBabyCount to 2 endif if iChanceMult > 98 Set iBabyCount to 3 endif
sidfu Posted March 28, 2014 Posted March 28, 2014 good thought was bug probaly cuse use fertx is all. thats good to know now
RitualClarity Posted March 28, 2014 Posted March 28, 2014 Added support for Behemoth & NightKin pregnancies, not supported in Offspring yet though.
Halstrom Posted March 28, 2014 Author Posted March 28, 2014 Added support for Behemoth & NightKin pregnancies, not supported in Offspring yet though. Yeah well Behemoths are the same sizes as Supermutants till after they are born then they grow to be like a Half Breed in size. I should actualy call them Behemoths Half breeds, though now I think of it, they would still be too big I imagine to be useful anywhere indoors.
RitualClarity Posted March 28, 2014 Posted March 28, 2014 Their birth isn't the problem... the problem is getting pregnant by one of them...O.o.
Halstrom Posted March 28, 2014 Author Posted March 28, 2014 Their birth isn't the problem... the problem is getting pregnant by one of them...O.o. Well what I've planned is the possibility of artificial insemination of course, I've also allowed a small percentage chance that a Supermutant/NightKin pregnancy could result in a Nightkin or Behemoth too, and have also allowed for the possibility of adding implanted ova later too Can you say "Invisible Behemoth riding Giant Brahmin into Battle?"
RitualClarity Posted March 28, 2014 Posted March 28, 2014 Next you will be planning aliens artificially inseminating the beautiful females of FNV with horrible mutations....
saviliana Posted March 29, 2014 Posted March 29, 2014 Next you will be planning aliens artificially inseminating the beautiful females of FNV with horrible mutations.... So you are thinking a insemination gun with sperm injection bullets...... I like this idea.
RitualClarity Posted March 29, 2014 Posted March 29, 2014 lol. Sperm bullets... One question... who is going to go and get the sperm for the bullets? hum.... ?
saviliana Posted March 29, 2014 Posted March 29, 2014 lol. Sperm bullets... One question... who is going to go and get the sperm for the bullets? hum.... ? Why not just harvest sperm form dead animals(or corpse or player's body) and fill them into casing at reloading branch? I'm sick of being hard to find a living animal hump with.
RitualClarity Posted March 29, 2014 Posted March 29, 2014 That wouldn't be a fun as the concept I was trying to get across... My post was more of a joke... however I have seen many other things here. However I would think the bullets would be too much. But you could create Syringes with the same concept. Call them "Spermpacks" Guess you could copy a stimpack model. Change the color, add the pregnancy effect (believe there is a script that can do this without the step of adding sperm). Create a copy and script for each sperm that is supported. Add to whatever list is required to make it available to the FNV world and finally create a recipe for the creation of these "Spermpacks". As far as harvesting sperm or ova from dead animals that should be able to be done easy enough, much like the devour prompt in the main game. I see a population explosion in the Mohave!. Would fit some of the story lines that Breeder mod has stated about fertility levels being low in the Mohave. Could then even add it to mods with robots (as mentioned before) where they can increase the population of various animals / human / mutants in the Mohave. Of course I am talking out of the side of my face considering I have almost no experience with the GECK and most likely underestimated the difficulty or even a few of the steps.
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