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FMR/FM+ - Immersive Effects


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Posted

does this work with the new fertility mode mod Fertility Mode Reloaded since that mod fixes a lot of the problems with the original one I'm just curious

Posted (edited)

i don't know if beeing female NG has the same overlays as this mod because i really like the visual effects and how your characters appearance changes overtime adds immersion well at least for me. but I'll try it out

Edited by Axelmaster
Posted (edited)
On 2/8/2026 at 1:35 AM, Axelmaster said:

i don't know if beeing female NG has the same overlays as this mod because i really like the visual effects and how your characters appearance changes overtime adds immersion well at least for me. but I'll try it out

I've been testing an updated version for FM Reloaded, but I'm currently testing to make sure it works with Mu Dynamic Normal Maps (there will be 2 versions, one where the normal maps use the old system, one where the old system is disabled for use of Mu Dynamic Normal Maps).

Edited by w234aew
clarify
Posted

Sounds good i still need to try out Mu Dynamic Normal Maps haven't yet i heard it is very good

still though thank you for sharing your plans for this mod.

  • 4 weeks later...
Posted

Hello, I would like to add alternative sounds to the ones provided by SL for the random events, but I'm not sure how to do it since the FMIE esp doesn't seem to have a sound descriptor section I can modify in xEdit. Do the events pull from specific folders in the SL sound files I could simply replace, is there a different way I could/should add the files?

 

I also was wondering if for the vomiting event there's an OAR condition I could add to an animation I have from another mod so everyone isn't just projectile vomiting at each other? I think it's hilarious, but also I would like to tie it to an animation that directs the face toward the ground. This other mod is Animated Inebriation, and the animation is applied by chance when the Drunk spell is applied, so I figured if I add a condition to include _FME_ME_Puking "Vomit" effect it might work but I don't know what other parameters I'd need to specify, if any. Thanks for the mod!

Posted
On 2/15/2026 at 3:00 PM, w234aew said:

I've been testing an updated version for FM Reloaded, but I'm currently testing to make sure it works with Mu Dynamic Normal Maps (there will be 2 versions, one where the normal maps use the old system, one where the old system is disabled for use of Mu Dynamic Normal Maps).

I really hope not (mainly because of Fertility Adventures Redux (It requires FM Tweaks) and Hearthfire Multiple Adoptions Expanded (It has patch for FM Tweaks but not for Reloaded)) but are you ditching Fertility Mode v3 Fixes and Tweaks in favor of FM Reloaded? It's completely understandable if you are planning to abandon FM Tweaks since no modders want to maintain two different version haha.

Posted (edited)
3 hours ago, Dreamcastic said:

It's completely understandable if you are planning to abandon FM Tweaks since no modders want to maintain two different version haha.

 

It's mainly this, but there's more to it than that.

I have SLSO installed on my modlist, but there's some sort of conflict/incompatibility on 1.6.1170 between FM Fixes and Tweaks and SLSO that causes issues with the MCM and possibly (anecdotal from messages, seemed to be confirmed by a few tests I ran) fetus health tracking.

Fixes and Tweaks hasn't gotten an update in several game releases worth of time, and SubHuman isn't very active from what I can see.

I don't have as much time as I used to to debug other mods, do development, and play the game, so trying to fix that incompatibility was not enticing.

I was having those issues and I saw what FM Reloaded was a ground-up rewrite in terms of compatibility and speed (to run on VR), so I made the switch.

 

Rest assured, FM-IE versions already up on LL will remain available, there's no reason for me to take them down, I just won't be actively developing/debugging on Fixes and Tweaks anymore, trying to branch and maintain two different versions of the same mod with my free time is not something I want to do.

 

I just sent CHIM a message about FMR, the process to make FMIE work with FM Reloaded was actually relatively simple, hopefully he's open to making it compatible.

 

 

 

Edited by w234aew
Posted

Thanks for continuing to work on this mod. But has anyone else had an issue with the tit and stretchmark overlays not appearing with the new FMR version? I checked the body overlay tab in racemenu and nothing is showing up. I didn't have this issue with the old version of this mod.

Posted (edited)

would it be possible to create an UBE patch for the visual dynamic effects? (stretch marks, aerola etc) please?

(For the old version)

Edited by Midnightbug
Posted (edited)
15 hours ago, Debaster said:

But has anyone else had an issue with the tit and stretchmark overlays not appearing with the new FMR version? I checked the body overlay tab in racemenu and nothing is showing up. I didn't have this issue with the old version of this mod.

 

I personally didn't have this issue on my playthrough, but I am on not the simultaneous release FMR version; I'll check it.

 

15 hours ago, Midnightbug said:

would it be possible to create an UBE patch for the visual dynamic effects? (stretch marks, aerola etc) please?

 

This is more of a request for the author of Skin Feature Overlays, I don't really do texture work.

 

Edited by w234aew
Posted (edited)
On 3/21/2026 at 1:06 PM, w234aew said:

 

I personally didn't have this issue on my playthrough, but I am on not the simultaneous release FMR version; I'll check it.

 

 

This is more of a request for the author of Skin Feature Overlays, I don't really do texture work.

 

I resolved the texture conversion bit, but overlays are not showing on my UBE character. If I try to apply manually (via racemenu) it works, so there is no issue with textures. I am using 0.94 version, it was working fine on my 3BA character. Would it be possible to create a patch for UBE? (I suspect it could be a problem that UBE is a custom race?

Edited by Midnightbug
Posted
On 4/1/2026 at 7:20 AM, Axelmaster said:

i did fix it but i had to downgrade to Fertility Mode Reloaded v 1.0.1-b.4 all of the effects are happening same as overlays

 

Thanks for this investigation!

 

I found where the conflict is, posting 1.0.0-a.2 fix now!

Posted

Both of the requirements lists (Requirements (1.0.0 And Above)Requirements (pre-1.0.0)) only mention SexLab, does that mean this mod doesn't work when using OStim Standalone?

 

Thanks.

Posted
2 hours ago, LonerEmperor said:

Both of the requirements lists (Requirements (1.0.0 And Above)Requirements (pre-1.0.0)) only mention SexLab, does that mean this mod doesn't work when using OStim Standalone?

 

Thanks.

This mod does 100% work with ostim standalone and is fully compatible to my knowledge same goes with the older versions before 1.00 that uses the original fertility mode I've been using this mod for hours on multiple different load orders it is compatible. 

Posted
On 4/4/2026 at 4:32 PM, Axelmaster said:

This mod does 100% work with ostim standalone and is fully compatible to my knowledge same goes with the older versions before 1.00 that uses the original fertility mode I've been using this mod for hours on multiple different load orders it is compatible. 

Thanks for confirming!

  • 4 weeks later...
  • 2 weeks later...
Posted (edited)

I don't know if someone encountered the same bug, but some mod aspects don't seem to detect that pregnancy has ended. I'm still getting comments from npcs like "Oh my, you're so big now!" even though the pregnancy is over for awhile now. Oh, and the tits overlay doesn't seem to fade out either (or extremely slowly maybe? It's been 2 weeks in game and it's still there), I had to manually put the opacity to 0 because of it.

I'm using the latest version of FMR, with the patch "LactisNG-MME Compatibility Patch" provided on this mod page if that can be of any help.

On a more positive note, the mod is great overhaul, so thanks for making and sharing it 👍

Edited by WipeLawn
Posted (edited)

there is no need for normal map for pregnancy as MU normal maps do the same. also... uuhm food spawn? is there a way to turn the spawning off? like only use the food from inventory, not to spawn the new one

Edited by OtherMoleva
Posted
On 5/18/2026 at 4:45 PM, WipeLawn said:

I don't know if someone encountered the same bug, but some mod aspects don't seem to detect that pregnancy has ended. I'm still getting comments from npcs like "Oh my, you're so big now!" even though the pregnancy is over for awhile now. Oh, and the tits overlay doesn't seem to fade out either (or extremely slowly maybe? It's been 2 weeks in game and it's still there), I had to manually put the opacity to 0 because of it.

I'm using the latest version of FMR, with the patch "LactisNG-MME Compatibility Patch" provided on this mod page if that can be of any help.

On a more positive note, the mod is great overhaul, so thanks for making and sharing i

 

FYI, this is a known issue. Wondernutts on Nexus is doing a smoke test of a patch to fix the end-of-pregnancy detection. I'm currently testing BeeingFemale NG's version, crajj's notes imply it already has a fix, but I want to test compatibility overall (already have another patch to incorporate in my mod).

 

3 hours ago, OtherMoleva said:

there is no need for normal map for pregnancy as MU normal maps do the same.

 

At the time 0.94 was made, Mu dynamic normal maps didn't exist. But it exists now, which is why FME normal map swapping is disabled in 1.0.0.

 

3 hours ago, OtherMoleva said:

like only use the food from inventory, not to spawn the new one

 

That thought did occur to me when first making that feature; when I looked into it, at the time I would have needed to scan through the player's inventory for all food items, choose category (like it does now), and randomly select one to consume that fits the category.

 

The required overhead was a noticeable jump from the current solution, and I didn't want the mod to become too-script heavy at the time.

 

With all of the improvements in modding in the previous few years I think the overhead won't be an issue anymore, but I prefer lightweight approach; I'll add the ability to disable it when I can.

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