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FMR/FM+ - Immersive Effects

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UPDATE 1.0.0 RELEASE/RENAME

 

Due to personal modlist compatibility issues and lack of updates on FM+, I decided to migrate my mod over to Fertility Mode Reloaded. This comes with several improvements and changes, please read over the changelog for more information.

Link to the Nexus Page - will only be hosting the full release versions there, older versions will stay on LL: https://www.nexusmods.com/skyrimspecialedition/mods/175032

HUGE credit goes to Wondernutts, the creator of Fertility Mode Reloaded, for helping with the conversion!

 

Description

 

Fertility Mode is great, but it hasn't really had an equivalent for the BeeingFemale Animation addon in LE, to add more comprehensive effects of pregnancy in Skyrim Special Edition.

 

Well, this mod fills that gap! What started as a simple port of BFAP to Fertility Mode+ has added a couple of new effects, with more on the way!

 

Requirements (1.0.0 And Above)
 

Spoiler

Skyrim
Update 
Racemenu/NiOverride

Fertility Mode Reloaded https://www.nexusmods.com/skyrimspecialedition/mods/165569 

PapyrusUtil SE: https://www.nexusmods.com/skyrimspecialedition/mods/13048?tab=files

Fuz Ro D-oh - https://www.nexusmods.com/skyrimspecialedition/mods/15109 (Until I get around to using xVASynth2-ing every single line for every viable voice)

 

Soft Requirements:

LactisNG 

Sexlab with facial expressions and Necessary fixes (ex. Lipsync, MFGFix)

Milk Mod Economy by Ed86

TitKit by Monsto CBBE https://www.nexusmods.com/skyrimspecialedition/mods/39987?tab=description or UNP https://www.nexusmods.com/skyrimspecialedition/mods/44804?tab=posts

SFO - Skin Feature Overlays (for Stretchmarks) https://www.nexusmods.com/skyrimspecialedition/mods/20183?tab=files

 

Requirements (pre-1.0.0)
 

Spoiler

Skyrim
Update
Fertility Mode
Fertility Mode Tweaks (v2.24 or later) https://www.nexusmods.com/skyrimspecialedition/mods/46820
Racemenu/NiOverride

PapyrusUtil SE (For loading customizable JSONs): https://www.nexusmods.com/skyrimspecialedition/mods/13048?tab=files
SFO - Skin Feature Overlays (for Stretchmarks) https://www.nexusmods.com/skyrimspecialedition/mods/20183?tab=files

Fuz Ro D-oh - https://www.nexusmods.com/skyrimspecialedition/mods/15109 (Until I get around to using xVASynth2-ing every single line for every viable voice)

 

Soft Requirements:

Lactis  (OStim/OSex aren't needed) - recommend trying LactisNG

Sexlab (I use Beta 8, haven't tested with Beta 9 yet) with facial expressions and Necessary fixes (ex. Lipsync, MFGFix)

Milk Mod Economy by Ed86

TitKit by Monsto SSE https://www.nexusmods.com/skyrimspecialedition/mods/39987?tab=description

 

This allows some of the events to have sound effects (player) and facial expressions. The mod will auto-detect if these are present and use them accordingly.

 

Implemented Random Events

    Throughout Pregnancy/Recovery

  •     Cravings - Player Character will randomly eat food from 3 categories, sound and facial expressions (w/SSL installed)
  •     Dialogue - NPCs comment on the PC's state, and their own state, particularly when experiencing random events!

    1st Trimester

  •     Morning Sickness - ISM, Damage Stamina and Magicka, sound and facial expressions (w/SSL installed)

    2nd Trimester

  •     Fetal Flutter - ISM, Damage Stamina and Magicka, sound and facial expressions (w/SSL installed)

    3rd Trimester

  •     3T Fetal Flutter - ISM, Damage Stamina and Magicka, sound and facial expressions (w/SSL installed)
  •     B-H Contraction - ISM, Stagger, Damage Stamina and Magicka, sound and facial expressions (w/SSL installed)
  •     Colostrum - Overlay, Sound and Facial Expressions (w/SSL installed), Add Lactacid to character pool if MME Installed

    Recovery

  •     Lactation - Gives milk at end, corresponding to event level (levels 0-2 in Lactis), sound and facial expressions (w/SSL installed); Add Milk to character pool if MME Installed

 

These Events will be updated with new/different effects as the mod evolves.

 

Dynamic Visual Effects

 

  • Stretchmarks - via RM overlay, SFO
    • SFO Stretchmarks are applied when scaling starts, and slowly become more and more visible as the pregnancy progresses, and fade away during recovery.
    • Consider this the most "work in progress" feature at this moment.
    • how "immersive" these look largely depends on the PC/NPC's starting skin color (I tuned it pretty conservatively, but future plans will open it up)
  • Darkening Nipples - via RM overlay, TitKit by Monsto
    • TitKit Overlays are applied when scaling starts, and slowly become more and more visible as the pregnancy progresses, and fade away during recovery.

 

Planned Improvements

  • New Events
    • Motion Pain
  • Effect improvements
    • Generally, mild bodymorph effects are a possibility (baby kicking, etc.)
  • MCM - Done!

 

FAQ

 

Q: Does it work in LE?

A: I don't think so. There are a LOT of SE-Only mods (Lactis is SE only and body/SMP/CBPC dependent, FM+ - Fixes and Tweaks is SE only) that would need to work just right in LE before FM+ - Immersive Effects would be functional.

As of 1.0.0, I have no plans to personally support LE.

 

Q: Has everything from BFAP been converted over?

A: Not everything. The major, working events from BFAP 1.4 have been converted over, others either had a negative effect on either immersion (skyrim is cold) or playability (I don't want to be forced to walk slowly everywhere).

 

Q: Are there any other changes that have been made?

A: The way random events are handled has changed as well, it's no longer a "counter" but a genuine probability calculation.

 

Q: Do I really need FM+ - Fixes and Tweaks?

A: For versions pre-1.0.0, Yes. For 1.0.0 onwards, no, just Fertility Mode Reloaded.

 

Q: Why is it missing ((Feature from BFAP))?

A: Some of the features that require the MCM will be addressed last (ex. Armor Stripping, dialogue probability, offensive dialogue, etc.).

 

Q: Is it Lactis OR MME, or Lactis AND MME, or both?
A: For now, it's either Lactis OR MME, due to some incompatibility between Lactis & MME. I've heard of people working on patches to get them to work together, but nothing's working/available for that yet. DONE! See the optional patch.

 

Dialogue Suggestions

 

Here's the Google sheets link for suggestions, with submission guidelines at the top:

 

https://docs.google.com/spreadsheets/d/1e2LkdX0TBDXm6v3ieiJ_fD0fNOqP4QIDHJ8VtKLm53U/edit?usp=sharing

 

Acknowledgements:

 

sub-human - For help with scripting and making this mod a reality!

Sleepy_Soul - For allowing me to use BFAP and its source!

orbusNinus - For allowing me to use Lactis's APIs for the events!

DomainWolf - For allowing me permission to use SFO as a requirement for its great textures!

SkyrimFet - For a bit of code modified from BAC's Github to do direct Racemenu Overlays!

Monsto - For originally creating TitKit!

LamaKreis - For converting TitKit to SE!

Wondernutts - For greatly helping with conversion to Fertility Mode Reloaded!

 

Permissions:

 

Any code/API usage that I have made has either been with the mod author's permission (ex. the Private API in Lactis for the Colostrum Effect), or from a publicly available source with credit to the original author (ex. public BAC Github).

I expect myself and others to do the same for future changes to this mod, or mods that use any or all of its code.


You cannot incorporate any of the code in any for-profit project (ex. CC).


You can use the code for your own projects as long as you include all source code with your distribution and allow others to use your own code in a similar fashion and give credit with a link.

 

For use of the requirements assets, you must follow the original author's permission guidelines and reach out to the original mod authors.

 

My development GH needs a refresh, will fork it and make FMR - Immersive Effects public.


  • Submitter
  • Submitted
    10/08/21
  • Category
  • Requirements
    Fertility Mode and its requirements, Fertility Mode Fixes and Tweaks, Lactis - Lactation in Skyrim Addon, SFO - Skin Feature Overlays
  • Regular Edition Compatible
    No
  • Install Instructions

 

Posted

great mod!

 

+1 for the MME support. I think BFAP had the option to block wearing heavy and light armor depending on the trimester. This would be a great feature!

Posted (edited)
3 hours ago, excidium93 said:

great mod!

 

+1 for the MME support. I think BFAP had the option to block wearing heavy and light armor depending on the trimester. This would be a great feature!

No. Better would give true slider weights in bodyslide for heavy armor (by self), for better visuals and immersion.


MME support would be great +1

Edited by colourtemp3000
Posted
1 hour ago, colourtemp3000 said:

No. Better would give true slider weights in bodyslide for heavy armor (by self), for better visuals and immersion.


MME support would be great +1

 

Well, in terms of immersion: no armor would stretch like that, othwise maternity clothing wouldn't be a thing

Posted (edited)
11 hours ago, MuchW0W said:

seems cool keep it up also wondering why no mme support as its much more stuff to it than lactis?

 

I chose Lactis specifically because the lactation event in this mod is meant to be a "Lighter-weight" implementation.

 

It's really just meant to replace the "Add milk jug during recovery" already in Fertility Mode, for those users who don't have or want to use MME.

 

It's more akin to Hentai Pregnancy's built-in milk system.

 

11 hours ago, excidium93 said:

+1 for the MME support.

 

8 hours ago, colourtemp3000 said:

MME support would be great +1

 

Lactis is listed as a "hard requirement" because the mod is WIP, and to be honest due to using it in development I haven't tested the new event without it.

 

Technically, there is a separate path that should allow the event to work without Lactis (just sexlab for the facial expressions and an "overlay"), but I haven't tested it.

 

I don't know if there's any incompatibility between this and MME (I don't have it installed right now), but if anyone's willing to test that would be a big help!

 

That being said, MME support is one of the first bugfix things I've got in my issues list.

 

The main issue is that if I add MME compatibility to FM - Immersive Effects without planning well, it could conflict with the way MME already interfaces with Fertility Mode, so I want to take my time with that.

 

The way I'll likely have it interface is through either adding lactaid, or one of MME's effects that adds milk to the target (Breast Enlargement Potion does this I think?).

 

I'm going to put this all in the FAQ for others, since I think this question will come up often.

 

11 hours ago, excidium93 said:

I think BFAP had the option to block wearing heavy and light armor depending on the trimester. This would be a great feature!

 

Yes, it did have that option! I didn't really use it (ex. skimpy heavy armor), but I can add it to the list of planned features.

 

Pay in mind, since FM+-Immersive Effects doesn't have an MCM yet, so this will likely be implemented much later, otherwise I'd have to either have a settings.json using JSONutil, or just have 2 compiled versions of that script, which would be a mess for end-users installing this mod.

 

As for next release, I'd like to implement some of the dialogue, and one of BFAP's uncompleted effects.

 

The cravings one is what I have the most progress on so far, but it's slow going because it will require at least 3 formlists of every type of food in the game (i.e. characters will crave something sweet and eat a sweet roll/candy, or crave carbs and eat bread), which is not difficult but is tedious.

 

And even then, I'll have to figure out a way to integrate with modded food items and needs mods (ex. RnD or iNeed) since I know people will ask for it.

 

EDIT: There's also the possibility that the "block armor" could be superceded by the planned "Motion Pain" event, by increasing the likelihood of that event when wearing armor.

Edited by w234aew
Posted (edited)
9 hours ago, excidium93 said:

 

Well, in terms of immersion: no armor would stretch like that, othwise maternity clothing wouldn't be a thing

In bodyslide you can adjust parts of armor like you want, this not meant to be stretched, you just need to ajust "pregnancy" slider to belly part of armor like I does.

Spoiler

image.png.c0be89b89fe77ce824b5d817ba1d7a4e.png

The chestguard is moved up and have no "streching" or clipping.

Spoiler

image.png.90288514cf9c6cfd14f7512fb95bb0e1.png

I talking about that heavy armor dismissing on player and NPC would be very big headache, because it means that you must add script that be change npc heavy armor to other armor or clothes or they be always nude (more scripts - is always more bugs or problems). 

 

Im sorry for the offtop.
MME support is in plan is good news, thank you.

Edited by colourtemp3000
Posted
6 hours ago, colourtemp3000 said:

In bodyslide you can adjust parts of armor like you want, this not meant to be stretched, you just need to ajust "pregnancy" slider to belly part of armor like I does.

  Reveal hidden contents

image.png.c0be89b89fe77ce824b5d817ba1d7a4e.png

The chestguard is moved up and have no "streching" or clipping.

  Reveal hidden contents

image.png.90288514cf9c6cfd14f7512fb95bb0e1.png

I talking about that heavy armor dismissing on player and NPC would be very big headache, because it means that you must add script that be change npc heavy armor to other armor or clothes or they be always nude (more scripts - is always more bugs or problems). 

 

Im sorry for the offtop.
MME support is in plan is good news, thank you.

 

You missed my point:

I'm very aware that you can morph the armor via Bodyslide to fit the belly BUT that would be the very opposite of "realistic". In reality no piece of even clothing is that flexible. Stretching a plate armor or a chain mail shirt? Big immersion killer

Posted

Game dont let you keep immersion that you want, ok, script done, then it change armor to clothes on Mjol (for example) (it can be any NPC with heavy armor) and she will be killed because have clothes, not an armor.
If you want this script only for PC and Followers why can't do it manually with dialogue? Even if that script will be include to mod - it must have option to be disabled.

Posted (edited)
4 hours ago, colourtemp3000 said:

then it change armor to clothes on Mjol (for example) (it can be any NPC with heavy armor) and she will be killed because have clothes, not an armor.

 

I understand your concern.

 

To clarify, the BFAP would just detect whether they had armor equipped, what type (heavy or light) and depending on pregnancy progress, it would strip that armor, leaving them nude.

 

The NPC wouldn't change, they'd still be essential (i.e. stagger and not just die), and even non-essential followers can be given enchanted jewelry that wouldn't be stripped off and could buff health/stamina (ex. restoration loop -> fortify health -> effectively invulnerable follower).

 

I personally didn't use the armor limiter, but I understand why people did.

 

8 hours ago, excidium93 said:

In reality no piece of even clothing is that flexible. Stretching a plate armor or a chain mail shirt? Big immersion killer

 

Technically, an armor could be refitted/resized to a certain point, or a new armor could be made. These are both possible.

 

However, why either one would be done is the real immersion killer. Real plate or chainmail armor was expensive and time consuming to make, so making one that might only fit for a few months would be unlikely.

 

4 hours ago, colourtemp3000 said:

Even if that script will be include to mod - it must have option to be disabled.

 

This is the final word on why I will be doing this later in development.

 

Without the ability to toggle it on/off, I'd be alienating a group of users, it's just who I alienate.

 

By not touching it and allowing people to use an alternative method (Ex. using a follower framework to limit armor usage), I avoid alienation while I tackle adding "big" features.

 

Regardless of whether I make it a fully separate feature, or incorporate it into the "Motion Pain" event as an optional effect, it will be added after an MCM is made.

Edited by w234aew
grammar
Posted (edited)
1 hour ago, nothindoin said:

Mod is seemingly overriding player gender to male after activating FM+ effects box. Even if I alter it in the MCM.

Are you sure it's this mod, and are you on at least FM - Fixes and Tweaks version 2.16?

 

I don't know why it would override the Gender, because none of this mod actually gets enabled until a female gets pregnant.

 

Also, what do you mean "FM+ Effects box", there are no MCM options/boxes for it, it should just automatically enable.

Edited by w234aew
Posted
7 hours ago, w234aew said:

Are you sure it's this mod, and are you on at least FM - Fixes and Tweaks version 2.16?

 

I don't know why it would override the Gender, because none of this mod actually gets enabled until a female gets pregnant.

 

Also, what do you mean "FM+ Effects box", there are no MCM options/boxes for it, it should just automatically enable.

 

Yes, it's very strange. Running Fixes and tweaks v3

 

It also eliminates the old FM MCM leaving it blank. Guessing that's intended though.

 

image.png.a9232d8e5896f5ebfcf3d4e1163104cf.png

Posted
1 hour ago, nothindoin said:

 

Yes, it's very strange. Running Fixes and tweaks v3

 

It also eliminates the old FM MCM leaving it blank. Guessing that's intended though.

 

image.png.a9232d8e5896f5ebfcf3d4e1163104cf.png

 

Given the incorrect version number (V0.00), and some of the other things in frame, it seems like one of 3 things happened:

 

1. Upgrading from just Fertility Mode V3.0.1 to FM+ - Fixes and Tweaks mid-playthrough

2. Upgrading from an early version of FM+ - Fixes and Tweaks (ex. V1.65) to V2.09 or later mid-playthrough

3. Improper installation of Fertility Mode for FM+ - Fixes and Tweaks (Fertility Mode's addons for HMA, Sexlab, RSChildren are all depreciated and shouldn't be installed when using FM+ Fixes and Tweaks)

 

Explanation:

 

FM+ - Fixes and Tweaks really requires a new character, because it actually overwrites and significantly changes a lot of the scripts, functions, and variables of original Fertility Mode.

 

That's why FM+ can be an ESL, because although there's a limit on NEW FormIDs for ESLs, overwriting existing FormIDs has no limit, it makes script-based mod patching pretty lightweight.

 

But, the downside is that save games relying on the original mod's functions and scripts WILL NOT WORK with FM+ - Fixes and Tweaks.

 

This is why Fixes and Tweaks is really specific about how to install Fertility Mode (i.e. no RS Children, HMA, Sexlab addons) because these have all been replaced by soft integrations with the replacement scripts and variables, so script conflicts can occur.

 

Additionally, there has been at least 1 "significant" update to FM+ - Fixes and Tweaks (V1.69 to V2.0) where the scripts changed enough that this same problem occurs if trying to upgrade.

 

Past V2.09, upgrading between FM+ - Fixes and Tweaks versions doesn't present these issues (at least as of V2.27).

 

Solutions:

 

Given this is a WIP mod, and FM+ - Fixes and Tweaks requires a new character anyway, if you'd like to try FM+ - Immersive Effects I'd recommend:

 

1. Backup your savegames, character (also save as a Racemenu Preset if you want to reuse the looks), and how you have Fertility Mode currently installed (what addons, Loose or BSA, etc.)

2. Per the FM+ - Fixes and Tweaks Instructions, uninstall Fertility Mode, then re-install it as BSA version, not loose files and with no optional patches

3. Install the latest FM+ - Fixes and Tweaks, FME and its requirements

4. Create a new character

 

If you don't want to start a new game, honestly you're better off giving this mod a pass for a while, as this isn't something I can fix.

Posted

It is repaired. Here's the thing. I have had FM RS children deactivated for a time. As well as Flower Girls compatibility. But they were not removed from vortex. I went into the data folder and just manually deleted them. Even inactive FM+ was detecting the presence and trying to reconcile this, I think. With them physically removed from the mod folders it fired right up accurately.

 

Appreciate you looking into it. 

Posted (edited)
42 minutes ago, nothindoin said:

It is repaired. Here's the thing. I have had FM RS children deactivated for a time. As well as Flower Girls compatibility. But they were not removed from vortex. I went into the data folder and just manually deleted them. Even inactive FM+ was detecting the presence and trying to reconcile this, I think. With them physically removed from the mod folders it fired right up accurately.

 

Appreciate you looking into it. 

 

Glad it was fixed! Although, for future reference, this was an issue with FM+ - Fixes and Tweaks (I'm just going to call it FMFT), not FME (FM+ - Immersive Effects).

 

All my mod does is add some spells and effects, and interfaces with FMFT's pregnancy update system and progress tracking to apply the appropriate spells.

 

Any kind of "Game Breaking" issue like this would likely be an issue with FMFT. FME is more likely going to be spell-related errors (improper dispelling, effects/events not working, being applied at the wrong time, etc.)

Edited by w234aew
Posted

I have been playing with it for a couple hours and its going smoothly. But I am noticing that the MCM tends to ignore that you don't want NPCs getting randomly inseminated. This is still happening according to logs and confirmed with verbose reporting despite the corresponding box being checked and the chance reduced to zero. 

Posted
On 10/10/2021 at 2:02 PM, nothindoin said:

I have been playing with it for a couple hours and its going smoothly. But I am noticing that the MCM tends to ignore that you don't want NPCs getting randomly inseminated. This is still happening according to logs and confirmed with verbose reporting despite the corresponding box being checked and the chance reduced to zero. 

 

I recommend looking for help on FM+ - Fixes and Tweaks page for this.

 

While subhuman helped with mod integration between FMFT and FME, random insemination, NPC/PC updating, MCM options are all part of FMFT and not FME.

 

Full Explanation of what FME does right now:

 

All FME does is set a GlobalVariable to say that FME is present, and overwrites some placeholder spells in FMFT (w234aew01, w234aew02, w234aew03).

 

When the GlobalVariable says FME is present, FMFT's hourly update paths change to functions that, in addition to the normal update pathway, apply the FME spells to the characters.

 

w234aew01 is the "Random Event Chooser". It figures out how far along in the pregnancy the character is as an integer using GetFactionRank(GenericFaction), and then it adds appropriate timed event spells to the player (ex. Morning Sickness in 1st trimester, Braxton-Hicks Contractions in 3rd, Lactation during recovery, etc.)

 

w234aew02 is the "Overlay Updater". It figures out the current progress as an integer and compares that to the last hourly update's progress as an integer, to see if there's been a change. This minimizes the NiO Overlay updates that have to be done. Then it does the math to apply the right opacity and color for the current progress if there's been a change.

 

w234aew03 is currently unused, but in the future I might use it to do other things, like interfacing with other mods, changing dialogue conditions or animations, etc.

 

The GlobalVariable, Pregnancy and Recovery Update Functions, and the 3 overwritten spells are the only changes FME applies to FMFT.

 

So any problems with other features like random insemination, birth animations/events, adding/removing NPCs from tracking, spouse fidelity, child NPC spawning/growth, etc. are all part of FMFT only, and my mod doesn't touch them right now.

 

Any other Fertility Mode or Fertility Mode+ problems I can try to help with, but I really haven't looked at much of the code other than those three things.

 

Summary:

 

My mod only changes a GlobalVariable, the pregnancy and recovery update functions, and adds the random event and dynamic overlay spells. Any other Fertility Mode or Fertility Mode+ problems I can try to help with, but other than those 3 things you're more likely to get help on FMFT's help/forum pate over on Nexus.

Guest AthenaESIV
Posted

Excellent, tyty!

 

Add in creature births that grow into pets and is 100/100!

  • 2 weeks later...
Posted

This looks promising! Immersive and with a light-weight approach:)

Posted

ANNOUNCEMENT:

 

I've decided that instead of coming up with new dialogue lines on my own, I'd let everyone contribute lines!

 

I'll be checking them for grammar and filtering them (I want FME to be slightly more SFW than BFAP) before adding to the master list, but feel free to add lines you think would fit.

 

Here's the Google sheets link for suggestions, with submission guidelines at the top:

 

https://docs.google.com/spreadsheets/d/1e2LkdX0TBDXm6v3ieiJ_fD0fNOqP4QIDHJ8VtKLm53U/edit?usp=sharing

Posted

One question: Is the impregnation chance randomized between multiple partners? As FM is now, it seems like only the first to "add sperm" will become the father no matter how much other sperms get added afterwards. I just would like the randomness aspect so it's more spontaneous

Posted
7 minutes ago, Coompocalypse said:

One question: Is the impregnation chance randomized between multiple partners? As FM is now, it seems like only the first to "add sperm" will become the father no matter how much other sperms get added afterwards. I just would like the randomness aspect so it's more spontaneous

 

I have no idea, all of that is on FM+ - Fixes and Tweak's side, and I haven't delved into that part.

 

I can see in the code that there's a formlist that FM+ chooses from, it's either using the "LastConception" father, true random and you won/lost the RNG, or it weighs the probability based on the amount of sperm.

 

I'd recommend asking in the Fertility Mode forum post (either here or on Nexus) or the FM+ - Fixes and Tweaks topic.

Posted
6 hours ago, Coompocalypse said:

One question: Is the impregnation chance randomized between multiple partners? As FM is now, it seems like only the first to "add sperm" will become the father no matter how much other sperms get added afterwards. I just would like the randomness aspect so it's more spontaneous

+1

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