CHIMiny Cricket Posted January 7, 2021 Author Posted January 7, 2021 3 hours ago, AreaGamer said: Â If I had known that someone else would do the work to translate the mod into German, I would not have done it. I'm also working since the release of the very first version on a translation and also the translation of 0.06 is completed since its release. I wanted to wait with the release of the translation, because the mod is still in a very early version. But anyway, thanks to Rore. I'm sorry to hear that. If it makes you feel any better I didn't know about the translation until he messaged me.
chris312 Posted January 7, 2021 Posted January 7, 2021 Hey just want to say that I love this mod. It so simple in concept but it so great despite being an early build. So something I was wondering was what other woman would have special pregnancy announcements. I remember you once mentioned amorous adventures so I thought it be interesting to give all those woman the unique dialogue as well as the one ones from amorous adventures extended. If that's to much it fine since from what you've already done I can see the mods gonna turn out great.
w234aew Posted January 7, 2021 Posted January 7, 2021 15 hours ago, Azzhat said: Bug Fixes SSE causes my game to not even be able to start up. Apparently I'm not the only one with this problem. These fix mods are a delicate balance of config files. The fact that it's causing issues for people doesn't surprise me.  Sometimes SSE Engine Fixes required me to go in and disable some features that conflicted with other mods (I think Animation Limit Crash Fix), wouldn't surprise me if certain combinations of mods did this with Bug Fixes SSE.  It's one big point of annoyance for me, that a lot of Nexus Mods don't update their LE or initial release description with later discovered conflicts/fixes/tricks and changes for SE, and that you have to wade through the comments to find them (Easy to do on LL, much more annoying on a Nexus mod page)
CHIMiny Cricket Posted January 10, 2021 Author Posted January 10, 2021 Announcement!  Originally this mod wasn't meant to do much aside from have an NPC announce their pregnancy, start a quest (if they had one), and add some random comments for pregnant NPCs/Players. Since starting I've thought of new ideas for quests and stories along with some good ideas from the support thread. The issue is that the way I've built the mod has ended up being very restrictive in what can be added. Much of what I want to do can technically be added to the existing mod, but the relatively small amount of content that currently exists is a complete mess under the hood. While it works for what it is, adding more content is going to worsen the spaghetti pile that's already there. So with that being said...  Fertility Adventures will be getting a major overhaul  I'll be rebuilding it from the ground up. This time with a solid plan and road map for future content. This will mean that translations for it will have to be done from scratch, sorry. I'm still in the planning phase for how the mod will function but I'm going to list some of my thoughts here. If you have feedback or ideas I would love to hear them (so long as you're not asking for straight up adult content. Please read the FAQ on the mod page for my stance on that).  1. Support for generic voice-types and NPCs with no voice will probably only exist for the purpose of pregnancy announcements and ambient dialogue. Husbands questioning the player if they're visibly pregnant and haven't told him will return.  2. There will be more focus on crafting experiences and quests for unique NPCs. The current version of the mod has NPCs start their quest as soon as they tell you they're pregnant, and all interactions stay the same regardless of how far along they are. The new mod will track unique NPC pregnancies directly and control quests and dialogue based on how far along they are. The downside of this means that I'll have to craft each experience one at a time but the benefit of having a more detailed experience will outweigh this in my opinion.  3. What do you guys think of the "let's have a baby" dialogue after marriage? Mechanically speaking it doesn't do anything. If it comes back I'll only be doing it for unique characters this time because it can add some immersion. I really don't see the point of having a generic version if it doesn't change anything.  4. For female players, the telling the father quest as well as the dream that comes after conception are subject to change. I'm still looking into how it might be done better.  5. Existing quests for unique characters will return but may be slightly altered to fit with the new vision.  As for the current version, this is pretty much it. I finished a quest for Ysolda before I decided to do the overhaul so you can expect me to release that in a few days. It isn't voiced but it should work properly. 8
w234aew Posted January 10, 2021 Posted January 10, 2021 58 minutes ago, tod howard said: Announcement!  Originally this mod wasn't meant to do much aside from have an NPC announce their pregnancy, start a quest (if they had one), and add some random comments for pregnant NPCs/Players. Since starting I've thought of new ideas for quests and stories along with some good ideas from the support thread. The issue is that the way I've built the mod has ended up being very restrictive in what can be added. Much of what I want to do can technically be added to the existing mod, but the relatively small amount of content that currently exists is a complete mess under the hood. While it works for what it is, adding more content is going to worsen the spaghetti pile that's already there. So with that being said...  Fertility Adventures will be getting a major overhaul  I'll be rebuilding it from the ground up. This time with a solid plan and road map for future content. This will mean that translations for it will have to be done from scratch, sorry. I'm still in the planning phase for how the mod will function but I'm going to list some of my thoughts here. If you have feedback or ideas I would love to hear them (so long as you're not asking for straight up adult content. Please read the FAQ on the mod page for my stance on that).  1. Support for generic voice-types and NPCs with no voice will probably only exist for the purpose of pregnancy announcements and ambient dialogue. Husbands questioning the player if they're visibly pregnant and haven't told him will return.  2. There will be more focus on crafting experiences and quests for unique NPCs. The current version of the mod has NPCs start their quest as soon as they tell you they're pregnant, and all interactions stay the same regardless of how far along they are. The new mod will track unique NPC pregnancies directly and control quests and dialogue based on how far along they are. The downside of this means that I'll have to craft each experience one at a time but the benefit of having a more detailed experience will outweigh this in my opinion.  3. What do you guys think of the "let's have a baby" dialogue after marriage? Mechanically speaking it doesn't do anything. If it comes back I'll only be doing it for unique characters this time because it can add some immersion. I really don't see the point of having a generic version if it doesn't change anything.  4. For female players, the telling the father quest as well as the dream that comes after conception are subject to change. I'm still looking into how it might be done better.  5. Existing quests for unique characters will return but may be slightly altered to fit with the new vision.  As for the current version, this is pretty much it. I finished a quest for Ysolda before I decided to do the overhaul so you can expect me to release that in a few days. It isn't voiced but it should work properly.  1. That's fine, I never expected the generic voice types to get the same treatment as specific named NPCs.  2. That's a great idea, dialogue and appearance mismatches weren't a huge problem for me, but it would add to the experience! This could be done for the unique characters in the form of slight dialogue tweaks or quest target changes (ex. Farkas's quest having a "pacifist" option for late term PCs, like guarding a visitor or helping on an intimidation mission where Farkas does the intimidating?)  As a really long term addon, other named NPCs could receive longer custom quests, like solving a crime (see blood on the ice), or uncovering ancient knowledge of (insert faction here)? That's obviously a much bigger project though.  3. I haven't tried it yet, as my characters seem to gravitate to the "Shotgun Wedding" due to other mods. (in Skyrim, is it called a "Crossbow Wedding"?)  4. I agree with changing that around, as it's the most non-immersive part of the mod. Maybe a random timed event (could be a symptom, ex. Morning sickness, or a non-menu mod message) that starts at a likelihood of 0, but has increasing likelihood until the end of the 1st trimester? That way, it doesn't seem like the PC/NPC has self-omniscience (the in-world character instantly knowing when they're pregnant).  5. That's fine, as I implied in #2.  I was thinking of trying to recreate some of BFAP's effects in a different addon (haven't started yet, many other things to do), if you decide on a "symptom" then I'll try and make it cross-compatible with whatever I come up with.
nun56unn5ufg Posted January 10, 2021 Posted January 10, 2021 1 hour ago, tod howard said:   3. What do you guys think of the "let's have a baby" dialogue after marriage? Mechanically speaking it doesn't do anything. If it comes back I'll only be doing it for unique characters this time because it can add some immersion. I really don't see the point of having a generic version if it doesn't change anything.   Enabling the dialogue after marriage seems like a good way to do it. Personally i'd see it behind a "Let's talk about us" option for immersion , so you don't see "let's have a baby" dialogue when not in the mood or like about to sneak up on some enemies.
Durante Posted January 10, 2021 Posted January 10, 2021 10 hours ago, tod howard said: Announcement!  Originally this mod wasn't meant to do much aside from have an NPC announce their pregnancy, start a quest (if they had one), and add some random comments for pregnant NPCs/Players. Since starting I've thought of new ideas for quests and stories along with some good ideas from the support thread. The issue is that the way I've built the mod has ended up being very restrictive in what can be added. Much of what I want to do can technically be added to the existing mod, but the relatively small amount of content that currently exists is a complete mess under the hood. While it works for what it is, adding more content is going to worsen the spaghetti pile that's already there. So with that being said...  Fertility Adventures will be getting a major overhaul  I'll be rebuilding it from the ground up. This time with a solid plan and road map for future content. This will mean that translations for it will have to be done from scratch, sorry. I'm still in the planning phase for how the mod will function but I'm going to list some of my thoughts here. If you have feedback or ideas I would love to hear them (so long as you're not asking for straight up adult content. Please read the FAQ on the mod page for my stance on that).  1. Support for generic voice-types and NPCs with no voice will probably only exist for the purpose of pregnancy announcements and ambient dialogue. Husbands questioning the player if they're visibly pregnant and haven't told him will return.  2. There will be more focus on crafting experiences and quests for unique NPCs. The current version of the mod has NPCs start their quest as soon as they tell you they're pregnant, and all interactions stay the same regardless of how far along they are. The new mod will track unique NPC pregnancies directly and control quests and dialogue based on how far along they are. The downside of this means that I'll have to craft each experience one at a time but the benefit of having a more detailed experience will outweigh this in my opinion.  3. What do you guys think of the "let's have a baby" dialogue after marriage? Mechanically speaking it doesn't do anything. If it comes back I'll only be doing it for unique characters this time because it can add some immersion. I really don't see the point of having a generic version if it doesn't change anything.  4. For female players, the telling the father quest as well as the dream that comes after conception are subject to change. I'm still looking into how it might be done better.  5. Existing quests for unique characters will return but may be slightly altered to fit with the new vision.  As for the current version, this is pretty much it. I finished a quest for Ysolda before I decided to do the overhaul so you can expect me to release that in a few days. It isn't voiced but it should work properly.  1. I honestly believe there should be at least a few generic quests or interaction mechanics for generic voice-types and NPC's unless you plan on covering quite a few of NPC's like amorous adventures did. Let's be real here, some will use mods that add a bunch of new NPC's or create their own, it's only a matter of time until you get tired of replaying the quest for the same few npcs in a few playthroughs. It doesn't have to be as detailed or extensive as the vanilla npc quests, but some snippets of it would be fine even if its copy pasta mash. That way the experience will be tailored for everyone with replayability in mind.  As we discussed earlier it doesn't have to be anything major, simple or humorous interactions like asking for money or asking to hold the baby to male players for example while the npc runs errands.  2. That certainly sounds interesting, but it would seem you'd have to spend all the time with that one pregnant npc to fully experience that kind of quest, which means it will be certainly limiting in some aspects as some players will undoubtedly switch followers along the road or not visit the town so often. My advice would be not to focus all the efforts in this area specifically.  3. I still think it shouldn't be limited to just marriage, it's a bit unrealistic. You could also add it based on relationship rank ally-lover and make it chance based or perhaps time spent together as follower, then if npc pregnant or player is a marriage/sugar daddy quest for example can start which if failed could upset the npc until you change your mind, it would certainly bring more spice, drama or life to NPC's. Heck, you could even add a humorous quest where by reputation Dragonborn is recognized as a strong capable warrior destined to slay Alduin, which nord wouldn't want to have their babies? ? As for mechanics, I'm certain a separate patch will be possible down the line.  4. You could go with the natural approach, as in the player wakes up feeling stranger than usual (having missed their period) or goes to an apothecary who tells them the news/gives potion that tests, that's atleast the immersive approach.  My 2 cents. 1
CHIMiny Cricket Posted January 10, 2021 Author Posted January 10, 2021 5 hours ago, Durante said:  1. I honestly believe there should be at least a few generic quests or interaction mechanics for generic voice-types and NPC's unless you plan on covering quite a few of NPC's like amorous adventures did. Let's be real here, some will use mods that add a bunch of new NPC's or create their own, it's only a matter of time until you get tired of replaying the quest for the same few npcs in a few playthroughs. It doesn't have to be as detailed or extensive as the vanilla npc quests, but some snippets of it would be fine even if its copy pasta mash. That way the experience will be tailored for everyone with replayability in mind.  As we discussed earlier it doesn't have to be anything major, simple or humorous interactions like asking for money or asking to hold the baby to male players for example while the npc runs errands.  2. That certainly sounds interesting, but it would seem you'd have to spend all the time with that one pregnant npc to fully experience that kind of quest, which means it will be certainly limiting in some aspects as some players will undoubtedly switch followers along the road or not visit the town so often. My advice would be not to focus all the efforts in this area specifically.  3. I still think it shouldn't be limited to just marriage, it's a bit unrealistic. You could also add it based on relationship rank ally-lover and make it chance based or perhaps time spent together as follower, then if npc pregnant or player is a marriage/sugar daddy quest for example can start which if failed could upset the npc until you change your mind, it would certainly bring more spice, drama or life to NPC's. Heck, you could even add a humorous quest where by reputation Dragonborn is recognized as a strong capable warrior destined to slay Alduin, which nord wouldn't want to have their babies? ? As for mechanics, I'm certain a separate patch will be possible down the line.  4. You could go with the natural approach, as in the player wakes up feeling stranger than usual (having missed their period) or goes to an apothecary who tells them the news/gives potion that tests, that's atleast the immersive approach.  My 2 cents. 1. Perhaps something can be done with the radiant quest system. I do intend on having a selection of unique quests on par with Amorous Adventures.  2. I understand your concern. Players shouldn't feel the need to orbit certain NPCs waiting for them to dispense quest progression. The tracking system will track pregnancies and condition dialogue accordingly. This would be random comments and one-off conversations; in other words, optional stuff. Actual story stuff would be triggered by the system when appropriate (maybe a story quest will start during the second trimester) and then run separately from it to be done at the players own pace. You won't be punished for not being around 100% of the time.  3. I'll think about it  4. I was thinking of going this route. The reason for the dream in the original was because the mod only knew if the player was pregnant or not pregnant without any nuance. The new system will give a lot more freedom. 1
CHIMiny Cricket Posted January 10, 2021 Author Posted January 10, 2021 14 hours ago, w234aew said: I was thinking of trying to recreate some of BFAP's effects in a different addon (haven't started yet, many other things to do), if you decide on a "symptom" then I'll try and make it cross-compatible with whatever I come up with. What exactly are you trying to make? My mod will certainly serve as the equivalent to the dialogue portion of BFAP. As for symptoms, I've been thinking of having messages appear in the corner of the screen that say stuff like "my outfit feels a bit tighter today." I don't think I would add actual buffs/debuffs to the player though. There probably is a market for some kind of hardcore mode for this.
w234aew Posted January 10, 2021 Posted January 10, 2021 16 minutes ago, tod howard said: What exactly are you trying to make? My mod will certainly serve as the equivalent to the dialogue portion of BFAP. As for symptoms, I've been thinking of having messages appear in the corner of the screen that say stuff like "my outfit feels a bit tighter today." I don't think I would add actual buffs/debuffs to the player though. There probably is a market for some kind of hardcore mode for this. Â I was thinking the actual buffs/debuffs and other effects (randomly timed events, ex. morning sickness), as well as some ideas for side effects. Wasn't planning to do dialogue.Â
excidium93 Posted January 10, 2021 Posted January 10, 2021 15 hours ago, w234aew said: 3. I haven't tried it yet, as my characters seem to gravitate to the "Shotgun Wedding" due to other mods. (in Skyrim, is it called a "Crossbow Wedding"?)  May I ask what those other mods are?^^  @Topic:  1. I don't mind if there isn't any voice.  2. Yes, I think unique "quests" with NPCs is superior to a generic solution  3. I did not encounter this topic but one question: does this interfere with the enhanced marriage mod?  4. I agree it isn't the most immersive way. Maybe add some social pressure via random dialoge from other NPCs to find the father?  5. I don't mind that  1
corvinus18 Posted January 10, 2021 Posted January 10, 2021 A tool just got released today,.  https://www.nexusmods.com/skyrimspecialedition/mods/44184?tab=description   voice acting synthesis using in-game voices from Bethesda games  This mod allow you to generate voices using bethesa voices!!! it just works, and may help you with future updates! 1
CHIMiny Cricket Posted January 10, 2021 Author Posted January 10, 2021 48 minutes ago, corvinus18 said: A tool just got released today,.  https://www.nexusmods.com/skyrimspecialedition/mods/44184?tab=description   voice acting synthesis using in-game voices from Bethesda games  This mod allow you to generate voices using bethesa voices!!! it just works, and may help you with future updates! I literally just logged on to post that here and express my joy. This could not be better timing.  Me after finding this tool: https://youtu.be/x7Yg6uiYsSg?t=114 1
corvinus18 Posted January 10, 2021 Posted January 10, 2021 8 minutes ago, tod howard said: I literally just logged on to post that here and express my joy. This could not be better timing.  Me after finding this tool: https://youtu.be/x7Yg6uiYsSg?t=114 Praise to the modding comunity, that man just literally created the Jesus for the voiced mods. Â
CHIMiny Cricket Posted January 10, 2021 Author Posted January 10, 2021 1 hour ago, w234aew said:  I was thinking the actual buffs/debuffs and other effects (randomly timed events, ex. morning sickness), as well as some ideas for side effects. Wasn't planning to do dialogue. Let me know when you've planned all of your stuff if you want to have your effects match up with my tracking.  1 hour ago, excidium93 said: 3. I did not encounter this topic but one question: does this interfere with the enhanced marriage mod?  4. I agree it isn't the most immersive way. Maybe add some social pressure via random dialoge from other NPCs to find the father?  3. Spouses Enhanced? I don't see why it would. It doesn't change any vanilla content so it should work with any marriage that happens through the vanilla system.  4. Still investigating how to better implement the father finding quest. I don't think it's possible to force the game to recognize the true father.
Kilroy22 Posted January 10, 2021 Posted January 10, 2021 Downloaded the mod a few days ago and it's already found a place in my permanent place in my MO! keep up the great work man, I can't wait to see what future updates will hold.
CHIMiny Cricket Posted January 10, 2021 Author Posted January 10, 2021 31 minutes ago, Kilroy22 said: Downloaded the mod a few days ago and it's already found a place in my permanent place in my MO! keep up the great work man, I can't wait to see what future updates will hold. Thanks. Do keep in mind that the overhaul I have in production is going to require a new game. 1
excidium93 Posted January 11, 2021 Posted January 11, 2021 17 hours ago, tod howard said: 4. Still investigating how to better implement the father finding quest. I don't think it's possible to force the game to recognize the true father. Â Well, since your mod is the only mod that needs knowledge of the father, you could simply pick one of the potential fathers in FM randomlyÂ
sfdrake Posted January 12, 2021 Posted January 12, 2021 idea for you to consider the ability to leave the child at the honorhall orphanage and in x amount of days have said child face you as an adult and attack the character..... and possible humilating the character... well it would do for a female character... not sure on the male
CHIMiny Cricket Posted January 12, 2021 Author Posted January 12, 2021 2 hours ago, sfdrake said: idea for you to consider the ability to leave the child at the honorhall orphanage and in x amount of days have said child face you as an adult and attack the character..... and possible humilating the character... well it would do for a female character... not sure on the male Not possible without dramatically changing Fertility Mode itself.
CHIMiny Cricket Posted January 13, 2021 Author Posted January 13, 2021 Development update for the new version of Fertility Adventures: I didn't think it could be done, but I've found a way to track specific fathers; at least somewhat. When the time comes to find the father, the game will search a list of names for the player's baby daddy. If he is on the list, his unique tracking quest (used for dialogue conditions and stuff) will begin. If he is not on this list than the mod will have some kind of contingency ready, which will probably be the old method of being able to tell anyone in the game that they're the father at the player's discretion. The backup method will be optional. The reason it's done this way is because getting the actor reference for the player's baby daddy appears to be impossible. All I can get is their name. The only way to 100% avoid the contingency option would be to add a unique tracking quest for every named male in the game, and I'm sure as hell not doing that. That being said, I'll try to add as many unique males to the list as I can. 2
excidium93 Posted January 13, 2021 Posted January 13, 2021 hmmm, you could simply state that the father isn't know and have no "father quest". Would be realistic^^
RevanCathal Posted January 14, 2021 Posted January 14, 2021 I'm truly looking forward to future development. I already enjoy the mod as it is.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now