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Posted (edited)

Hi, 
I don't know if this is a suitable post to comment however I experience 3 problems with Beeing Female and it's addons overall:
1) Belly scaling:
Generally something is wrong, and when standing it looks more like a tire inside the belly than a pregnant belly :/
Other belly scaling mods i.e. FHU Baka and Estrus Churus work ok

image.thumb.jpeg.d8d7c16b437c688d2b37a92a426db364.jpeg
These are my body mods, and bodylside model:
image.png.3e4ea5f5f51f62d9127e427bd1f42a53.png
image.png.939cdf9109771e776dbeff55ac9ba113.png
2) Beeing Female Creature Child addon:
- no screenshots, however the father was a creature and the child that spawned was human, instead of the father's race
3) Except for Creature Child addon I also use RS-Children, 
The girl that spawned was bald lmao


Can you please help me with these problems?

Edited by VseTmirykS
Posted
3 hours ago, VseTmirykS said:

Hi, 
I don't know if this is a suitable post to comment however I experience 3 problems with Beeing Female and it's addons overall:
1) Belly scaling:
Generally something is wrong, and when standing it looks more like a tire inside the belly than a pregnant belly :/
Other belly scaling mods i.e. FHU Baka and Estrus Churus work ok

image.thumb.jpeg.d8d7c16b437c688d2b37a92a426db364.jpeg
These are my body mods, and bodylside model:
image.png.3e4ea5f5f51f62d9127e427bd1f42a53.png
image.png.939cdf9109771e776dbeff55ac9ba113.png
2) Beeing Female Creature Child addon:
- no screenshots, however the father was a creature and the child that spawned was human, instead of the father's race
3) Except for Creature Child addon I also use RS-Children, 
The girl that spawned was bald lmao


Can you please help me with these problems?

 

1) Did you install SexLab Inflation Framework SE v1.2.2 beta? Else "PregnancyBelly" cannot be used in my BeeingFemaleSE Opt.
If you install SexLab Inflation Framework SE v1.2.2 beta or higher, please check whether you set "Visual scaling type" as "PregnancyBelly" in the "Pregnancy & Birth" section in the BeeingFemale MCM (see the 4th screenshot in the main page, or 
https://imgur.com/a/4gEl6Sm as I wrote in the main page (section 3 in the [Notable Changes])
As some people might not install SexLab Inflation Framework SE v1.2.2 beta, the default setting is something other than "PregnancyBelly" and hence the belly might look weird if you set "Belly max. scale" too big. 
For me, as is shown in the 4th screenshot in the main page, "Belly max. scale = 7.5" is enough.

2) Did you change the "Child race determinator" in the "Pregnancy & Birth" section in the BeeingFemale MCM?
If not, by default, the child will be creature with 50% of probability (I explained it in the "Reveal hidden contents" below section 5 in the "[Notable Changes]". Also you can see what "Child race determinator" means in the BeeingFemale MCM if you mouse-over that "Child race determinator").
Try changing it to 100% if you want the child being creature if father is creature.

3) The original BFA addon for RSChildren ONLY APPLIES if both of parent's race are Skyrim vanilla humanoid race (Redguard, Imperial, Nord, etc).

If not, depending on which value you set "Child race determinator" in the "Pregnancy & Birth" section in the BeeingFemale MCM, BFA addon for RSChildren might not work and just copy the actorbase of one of parent's model.
For example, Beofuled's custom race only focus on female character, and hence their BeeingFemale male child will look very weird since BeeingFemale SE Opt will copy the actorbase of the male NPC of that custom race.

Similar thing might happen if one of the parent (or both of parent) is custom race and if that custom race does not have proper NPC male (or female) model.

If you are sure you installed my BFA SE for RSChildren and both of parent is Skyrim vanilla race, please let me know which race they are (e.g., father is Nord race and mother is Imperial race) so that I can check it.

Posted
3 hours ago, VseTmirykS said:

Hi, 
I don't know if this is a suitable post to comment however I experience 3 problems with Beeing Female and it's addons overall:
1) Belly scaling:
Generally something is wrong, and when standing it looks more like a tire inside the belly than a pregnant belly :/
Other belly scaling mods i.e. FHU Baka and Estrus Churus work ok

image.thumb.jpeg.d8d7c16b437c688d2b37a92a426db364.jpeg
These are my body mods, and bodylside model:
image.png.3e4ea5f5f51f62d9127e427bd1f42a53.png
image.png.939cdf9109771e776dbeff55ac9ba113.png
2) Beeing Female Creature Child addon:
- no screenshots, however the father was a creature and the child that spawned was human, instead of the father's race
3) Except for Creature Child addon I also use RS-Children, 
The girl that spawned was bald lmao


Can you please help me with these problems?


Regarding 3), if one of the parent is from custom follower mod, then sometimes the actorbase of that custom follower is "deliberately" bald by the mod author of that custom follower mod (mainly due to put SMP hair as a wig).
Therefore, if one of the parent is from custom follower mod, it is likely that his/her child is bald.
It is not my BeeingFemale SE Opt's falult. It is just because that the mod author of that custom follower mod make the actorbase as a bald "on purpose" and just add SMP wig (or other wig) to that follower.

Posted (edited)
1 hour ago, aliceqwer3141 said:

 

1) Did you install SexLab Inflation Framework SE v1.2.2 beta? Else "PregnancyBelly" cannot be used in my BeeingFemaleSE Opt.
If you install SexLab Inflation Framework SE v1.2.2 beta or higher, please check whether you set "Visual scaling type" as "PregnancyBelly" in the "Pregnancy & Birth" section in the BeeingFemale MCM (see the 4th screenshot in the main page, or 
https://imgur.com/a/4gEl6Sm as I wrote in the main page (section 3 in the [Notable Changes])
As some people might not install SexLab Inflation Framework SE v1.2.2 beta, the default setting is something other than "PregnancyBelly" and hence the belly might look weird if you set "Belly max. scale" too big. 
For me, as is shown in the 4th screenshot in the main page, "Belly max. scale = 7.5" is enough.

2) Did you change the "Child race determinator" in the "Pregnancy & Birth" section in the BeeingFemale MCM?
If not, by default, the child will be creature with 50% of probability (I explained it in the "Reveal hidden contents" below section 5 in the "[Notable Changes]". Also you can see what "Child race determinator" means in the BeeingFemale MCM if you mouse-over that "Child race determinator").
Try changing it to 100% if you want the child being creature if father is creature.

3) The original BFA addon for RSChildren ONLY APPLIES if both of parent's race are Skyrim vanilla humanoid race (Redguard, Imperial, Nord, etc).

If not, depending on which value you set "Child race determinator" in the "Pregnancy & Birth" section in the BeeingFemale MCM, BFA addon for RSChildren might not work and just copy the actorbase of one of parent's model.
For example, Beofuled's custom race only focus on female character, and hence their BeeingFemale male child will look very weird since BeeingFemale SE Opt will copy the actorbase of the male NPC of that custom race.

Similar thing might happen if one of the parent (or both of parent) is custom race and if that custom race does not have proper NPC male (or female) model.

If you are sure you installed my BFA SE for RSChildren and both of parent is Skyrim vanilla race, please let me know which race they are (e.g., father is Nord race and mother is Imperial race) so that I can check it.

 

1 hour ago, aliceqwer3141 said:


Regarding 3), if one of the parent is from custom follower mod, then sometimes the actorbase of that custom follower is "deliberately" bald by the mod author of that custom follower mod (mainly due to put SMP hair as a wig).
Therefore, if one of the parent is from custom follower mod, it is likely that his/her child is bald.
It is not my BeeingFemale SE Opt's falult. It is just because that the mod author of that custom follower mod make the actorbase as a bald "on purpose" and just add SMP wig (or other wig) to that follower.


1) Okay I did not install Sexlab Inflation Framework, I must have misread something, just installing it will let you know if it works.
I previously used Skeleton option for pregnancy belly
2) Thank I'll try this option out
3) Okay, yeah this makes sense, especially since as I think about it the child's face look really fucking weird and it kinda appeared similar to PC face as I think about it now.
The father was a Husky from Dawnguard DLC, and my PC do use an SMP hairstyle, however it is applied via racemenu, so it's not a wig per se.

Edited by VseTmirykS
Posted
38 minutes ago, VseTmirykS said:

 


1) Okay I did not install Sexlab Inflation Framework, I must have misread something, just installing it will let you know if it works.
I previously used Skeleton option for pregnancy belly
2) Thank I'll try this option out
3) Okay, yeah this makes sense, especially since as I think about it the child's face look really fucking weird and it kinda appeared similar to PC face as I think about it now.
The father was a Husky from Dawnguard DLC, and my PC do use an SMP hairstyle, however it is applied via racemenu, so it's not a wig per se.

 

1) Sexlab Inflation Framework is not a requirement, but recommendation.
You may try changing "Belly max. scale" and see which value is suitable for you.
I use Sexlab Inflation Framework SE 1.2.2 beta and thus using "PregnancyBelly". For that, "Belly max. scale = 7.5" is suitable. But for other values, I don't know.
The default "skeleton" option is original BeeingFemale's default option. Perhaps you may search how others uses with "Belly max. scale" for "skeleton" option.

3) May I ask you which race your PC uses? If it is Skyrim vanilla race, it sounds weird and perhaps I should check it in my settings.
But if it is custom race, the actorbase of that custom race might be bald by default.

The preset of custom race should be assigned in the "Non player character (NPC)" section when you open that mod via SSEEDIT, and if that preset has something in the "Worm armor" or "item", then it is likely that the actorbase itself is bald.

Posted (edited)
55 minutes ago, VseTmirykS said:

 


1) Okay I did not install Sexlab Inflation Framework, I must have misread something, just installing it will let you know if it works.
I previously used Skeleton option for pregnancy belly
2) Thank I'll try this option out
3) Okay, yeah this makes sense, especially since as I think about it the child's face look really fucking weird and it kinda appeared similar to PC face as I think about it now.
The father was a Husky from Dawnguard DLC, and my PC do use an SMP hairstyle, however it is applied via racemenu, so it's not a wig per se.

 

By the way, in the original BeeingFemale, the child race is determined by father's race with 50% of probability, and it cannot be changed.
But in my BeeingFemale SE Opt, one can change it by changing "Child race determinator" in MCM.

Perhaps the original BeeingFemale author deliberately set that probability as 50%.
But if you care about lore-friendly, that probability should be 0 from https://en.uesp.net/wiki/Skyrim:Racial_Phylogeny.

Anyway, in my BeeingFemale SE Opt, you can choose whether you will follow that lore-friendly setting (0%) or Japanese eroge-like setting (100% so that creature child is always creature).

I'm going to sleep now. I'll answer about 10~11 hours later if you have any further questions.

Edited by aliceqwer3141
add link
Posted
51 minutes ago, aliceqwer3141 said:

 

1) Sexlab Inflation Framework is not a requirement, but recommendation.
You may try changing "Belly max. scale" and see which value is suitable for you.
I use Sexlab Inflation Framework SE 1.2.2 beta and thus using "PregnancyBelly". For that, "Belly max. scale = 7.5" is suitable. But for other values, I don't know.
The default "skeleton" option is original BeeingFemale's default option. Perhaps you may search how others uses with "Belly max. scale" for "skeleton" option.

3) May I ask you which race your PC uses? If it is Skyrim vanilla race, it sounds weird and perhaps I should check it in my settings.
But if it is custom race, the actorbase of that custom race might be bald by default.

The preset of custom race should be assigned in the "Non player character (NPC)" section when you open that mod via SSEEDIT, and if that preset has something in the "Worm armor" or "item", then it is likely that the actorbase itself is bald.

 

41 minutes ago, aliceqwer3141 said:

 

By the way, in the original BeeingFemale, the child race is determined by father's race with 50% of probability, and it cannot be changed.
But in my BeeingFemale SE Opt, one can change it by changing "Child race determinator" in MCM.

Perhaps the original BeeingFemale author deliberately set that probability as 50%.
But if you care about lore-friendly, that probability should be 0 from https://en.uesp.net/wiki/Skyrim:Racial_Phylogeny.

Anyway, in my BeeingFemale SE Opt, you can choose whether you will follow that lore-friendly setting (0%) or Japanese eroge-like setting (100% so that creature child is always creature).

I'm going to sleep now. I'll answer about 10~11 hours later if you have any further questions.

1 & 2 were solved thanks! SLIF helped and belly looks as it should.
3) my pc is a basic nord from Skyrim ESM
image.thumb.jpeg.8bd9fc78bd331a862d09040b4b93db4a.jpeg

 

 

 

I also have small modding question, I am using SC horses, and the Horse child looks a bit weird when it comes to textures, I know that the mod does not support SC horses so I'd like to ask how to change the models?
 

Spoiler

20240402000445_1.thumb.jpg.aea23bf7bed20517e6426522284eb9cd.jpg20240402000438_1.thumb.jpg.641ddf58fc62e0c39135a8edef9350f8.jpg20240402000453_1.thumb.jpg.61ecfb4e7f4dde0d79b85e2046dacd78.jpg



Wheat would I need to modify to change the model of the horse to the model that my modded skyrim uses? (i don't know to much about modding except for light changes in the esps and installing the mods lmao)

Spoiler

image.thumb.png.1a0388b789c7cf26e46d102d2d0cc530.png


 

Posted
18 hours ago, VseTmirykS said:

 

I also have small modding question, I am using SC horses, and the Horse child looks a bit weird when it comes to textures, I know that the mod does not support SC horses so I'd like to ask how to change the models?
 

  Reveal hidden contents

20240402000445_1.thumb.jpg.aea23bf7bed20517e6426522284eb9cd.jpg20240402000438_1.thumb.jpg.641ddf58fc62e0c39135a8edef9350f8.jpg20240402000453_1.thumb.jpg.61ecfb4e7f4dde0d79b85e2046dacd78.jpg



Wheat would I need to modify to change the model of the horse to the model that my modded skyrim uses? (i don't know to much about modding except for light changes in the esps and installing the mods lmao)

  Reveal hidden contents

image.thumb.png.1a0388b789c7cf26e46d102d2d0cc530.png


 

I edited the esp and added the comment in your BFACCA page

Posted
2 hours ago, VseTmirykS said:

I edited the esp and added the comment in your BFACCA page

 

I'll check with Nord female race.
I tested with custom race (Elin remastered) female character, and for "Child race determinator = 100%", I haven't seen the problem with Nord male character, Orsimer male character, Troll male character.
So I thought it would work without problem, but maybe I missed something...

 

You already made your patch, so I think you already know.
Anyway, you have to change mesh file path in "BFACCA_NakedHorseAA", "BFACCA_NakedHorseGreyAA", and "BFACCA_NakedHorsePalominoAA" in the "Armor Addon" (Male Biped Model for male horse child, and Female Biped Model for female horse child).

Posted
On 4/1/2024 at 10:15 PM, VseTmirykS said:

 


1) Okay I did not install Sexlab Inflation Framework, I must have misread something, just installing it will let you know if it works.
I previously used Skeleton option for pregnancy belly
2) Thank I'll try this option out
3) Okay, yeah this makes sense, especially since as I think about it the child's face look really fucking weird and it kinda appeared similar to PC face as I think about it now.
The father was a Husky from Dawnguard DLC, and my PC do use an SMP hairstyle, however it is applied via racemenu, so it's not a wig per se.


Yes, if you play as a female Nord with my BFA SE for RSChildren, if you set "Child race determinator = 0%" so that your child is always determined by Nord race and if you set "Child sex determinator = 0%" so that your child is always daughter, then she is bald.

I checked with FaceGen in the BFA SE RSChildren, and found out that the FaceGen of the Nord female child whose parent is player character is bald (actually, her hair is much above her head).

For Nord female child whose parent is not player character, or for Nord male child, FaceGen does not have such problem.
This FaceGen problem also appears in the original BFA for RSChildren.

I'll check tomorrow whether this problem is due to BFA SE for RSChildren or not, by disabling BFA SE for RSChildren and start as a new game.

Posted

Hey first of all thanks a lot for updating this mod

 

Now is there someway for me to turn off everything else such as cycles and such and only keep the pregnancy thing?

 

Like I just want my PC to get pregnant by creatures and have creature children 

 

When I tried the mod and got pregnant it took too long to give birth and even then it was kinda stuck like I had a smallish girl in armor as my offspring but the MCM did not register her as my child so idk what's up

Posted
On 4/2/2024 at 12:10 AM, VseTmirykS said:

 

1 & 2 were solved thanks! SLIF helped and belly looks as it should.
3) my pc is a basic nord from Skyrim ESM
image.thumb.jpeg.8bd9fc78bd331a862d09040b4b93db4a.jpeg

 

 

 

I also have small modding question, I am using SC horses, and the Horse child looks a bit weird when it comes to textures, I know that the mod does not support SC horses so I'd like to ask how to change the models?
 

  Reveal hidden contents

20240402000445_1.thumb.jpg.aea23bf7bed20517e6426522284eb9cd.jpg20240402000438_1.thumb.jpg.641ddf58fc62e0c39135a8edef9350f8.jpg20240402000453_1.thumb.jpg.61ecfb4e7f4dde0d79b85e2046dacd78.jpg



Wheat would I need to modify to change the model of the horse to the model that my modded skyrim uses? (i don't know to much about modding except for light changes in the esps and installing the mods lmao)

  Reveal hidden contents

image.thumb.png.1a0388b789c7cf26e46d102d2d0cc530.png


 

 

Thank you for reporting that bald bug!
It was due to BFA SE (I think the same problem would have happened in the original BFA for RSChildren Addon).
I just swapped the FaceGen of Nord female player child (daughter) by coping the FaceGen of Nord female NPC child.
Screenshot link: https://imgur.com/a/kiQVQl7

 

Since I only changed FaceGen file, you don't need to start a new game if you upgrade my BFA SE.
Please update BFA SE to 1.0.1 and see whether your problem is solved (For already bald dauther, you have to disable her and enable her to apply this fix. I wrote how to do in the "What's New" in my BFA SE page).

Posted
3 hours ago, spider2222 said:

Hey first of all thanks a lot for updating this mod

 

Now is there someway for me to turn off everything else such as cycles and such and only keep the pregnancy thing?

 

Like I just want my PC to get pregnant by creatures and have creature children 

 

When I tried the mod and got pregnant it took too long to give birth and even then it was kinda stuck like I had a smallish girl in armor as my offspring but the MCM did not register her as my child so idk what's up

 

The original BeeingFemale system contains cycles, so there would be no way to turn off cycles since any woman cannot get pregnant without cycles.

If you want that only your female PC can get pregnant, turn off "NPCs can get pregnant" option in the "General Settings" in the BeeingFemale MCM (refer to the 3rd screenshot in the main page if you cannot find where "General Settings" is in BeeingFemale MCM).
Also, turn off "Follower menstrual cycle" and "NPC menstrual cycle" in the "General Settings" in the BeeingFemale MCM so that followers and NPCs cannot get pregnant.

By default, the probability that the child race is determined by father's race is 50%, meaning that even if your female PC had relationship with male creature and got pregnant, child may be human with 50% of probability.
Go to the "Pregnancy & Birth" section, and change "Child race determinator" to 100% so that the child race is ALWAYS determined by father's race (see the 4th screenshot in the main page if you cannot find where "Pregnancy & Birth" is).
Also, if you always want your child to be a boy (or male creature), set "Child sex determinator" to 100% in the "Pregnancy & Birth" section.

I guess you didn't check options in the BeeingFemale MCM. In the "Pregnancy & Birth" section, you can change the time it takes to give birth.
Change duration of "1st trimester", "2nd trimester", "3rd trimester" as you like. The minimum value you can set is 2 days.

If you want to make it shorter, go to the "BeeingFemale/AddOn" folder in the "BeeingFemaleSE Opt".
There, you can find "CustomRace AddOn Example.ini" file, as I wrote below section 5 in the "[Notable Changes]" as spoiler (you can see it by clicking "Reveal hidden contents" below section 5 in the [Notable Changes] in the main page).
I wrote everything in the "CustomRace AddOn Example.ini" which things you can additionally change.

Copy "CustomRace AddOn Example.ini" and rename it as you want (e.g., "myFasterPregnancy.ini").
Read my explanation in there, and remove things you don't want to change.
In your case, you would want to change "Duration_05_Trimester1=0.2", "Duration_06_Trimester2=0.2", and "Duration_07_Trimester3=0.2".
Then the duration of each trimester would be 2 days * 0.2 = 0.4 days = 9.6 hours.
Anything shorter than that might cause script error.

For child not showing in the MCM, it is because you don't have mods to add "proper BeeingFemale" child model.
Without that, my BeeingFemaleSE Opt will automatically copy the actorbase of either parent ("Child race determinator" will determine which part of the parent will be copied).
But then there is no way to add such clone to the BeeingFemale MCM for now (I'm still struggling how to implement it among 92 BeeingFemale scripts...).

Try using BFACCA SE or BFA SE I wrote above [Notable Changes], though they do not support schlongs since the original BFACCA and BFA do not have schlongs.

Posted (edited)

Why do we need both regular BF 2.8.1 AND patched v14d version? They look like something that is gonna collide

 

Also...

 

image.png.e0259beb82d4cc6e16e6382884b8c4cf.png

 

[ OK ] xD

 

Okay I think it's indeed broken on AE :T

Anyone managed to get it to work on AE? I do have PapyrusUtil correct for .640 build but it seems to not be properly recognized by BF. I tried both "OG" BF 14d SSE as well as Opt version and both seem to not detect PapyrusUtil correctly and they're stuck on "Loading" infinitely.

 

image.png.3b539ccb012f318921ae0ed07e3acbe0.png

 

After forcing actiivation System page looks like this:

 

image.png.ea8484749d47431a651902a2626a1ba0.png

 

With OG 14d BeeingFemale Animatiions show up as Compatible after enabling them in General Settings but that's about it, other than that it still doesn't really seem to work and Add-ons are not detected :c

Edited by Lapsio
Posted (edited)
21 hours ago, Lapsio said:

Why do we need both regular BF 2.8.1 AND patched v14d version? They look like something that is gonna collide

 

Also...

 

image.png.e0259beb82d4cc6e16e6382884b8c4cf.png

 

[ OK ] xD

 

Okay I think it's indeed broken on AE :T

Anyone managed to get it to work on AE? I do have PapyrusUtil correct for .640 build but it seems to not be properly recognized by BF. I tried both "OG" BF 14d SSE as well as Opt version and both seem to not detect PapyrusUtil correctly and they're stuck on "Loading" infinitely.

 

image.png.3b539ccb012f318921ae0ed07e3acbe0.png

 

After forcing actiivation System page looks like this:

 

image.png.ea8484749d47431a651902a2626a1ba0.png

 

With OG 14d BeeingFemale Animatiions show up as Compatible after enabling them in General Settings but that's about it, other than that it still doesn't really seem to work and Add-ons are not detected :c


In the requirements, I wrote modes as the order in the mod organizer 2.
At 4, I wrote "BeeingFemale SE 2.8.1" and "BeeingFemale SE V2.8.1 v14d SSE.7z".
So you need to install BeeingFemale SE 2.8.1 FIRST and then put BeeingFemale SE V2.8.1 v14d SSE BELOW.
It doesn't have any confusion, if you follow the order I wrote in the requirements.
Why would I numbered every requirements?

Also, from the name, it would be clear that "BeeingFemale SE V2.8.1 v14d SSE" should overwrite "BeeingFemale SE 2.8.1".

The reason I wrote both is because I haven't receive any reply from the original BeeingFemale author (milzschnitte) yet whether I can just link to the BeeingFemale SE V2.8.1 v14d SSE or not.
Also, Garkin who shared BeeingFemale SE V2.8.1 v14d SSE didn't write whether he got permission from milzschnitte, and Garkin also write "Beeing Female SE 2.8.1 SE" in his post.

Then shouldn't one assume that BeeingFemale SE 2.8.1 is NECESSARY to use BeeingFemale SE V2.8.1 v14d SSE?

I CLEARLY wrote that it works on SE 1.5.97, and I DIDN'T SAY that it would work on AE.
There are some other requirements for my BeeingFemale SE Opt such as PAPER, and maybe they do not properly work on AE.
In that case, it is natural that my BeeingFemale SE Opt does not work on AE.

As far as I know, you have to convert DLL file for AE in order to make BeeingFemale work on AE, and NO ONE has ever done it so far.
If you know how to convert DLL file, try converting it yourself from the "BeeingFemale Developer Pack.zip" in BeeingFemale LE page (Just click the "Download this file" button).

Edited by aliceqwer3141
Posted (edited)
2 hours ago, aliceqwer3141 said:

I DIDN'T SAY that it would work on AE

 

I know xD You specifically said that you don't know if it's gonna work on AE in reply to me in BFACCA topic, thus I decided to try out. I'm not going to drag this topic more than it's worth. There's plenty of people who still use SE, not AE due to some mods never being ported to AE so it's not foreign concept to me and of course it's completely understandable. I just thought that maybe this behavior (never ending loading) is something common that someone faced and it's due to some simple fuckup on my side with missing dependencies or something. I'm not sure whether properly functioning BF should be more verbose but at least what I got doesn't really leave much clue as to what's broken in log so kinda SoL I guess.

 

2 hours ago, aliceqwer3141 said:

Also, Garkin who shared BeeingFemale SE V2.8.1 v14d SSE

 

My confusion mostly comes from fact that as far as I understood his post (maybe I can't read XD) it kinda seemed like his archive is just full BF with applied all patches so it sounded quite standalone and as such I thought that maybe my issues might come from mismatched files from 2 versions of the same mod installed at the same time. I did have CTD issue before with EggFactory ports because I didn't really understood instructions and installed one full mod over another full mod thinking it's just patch and as result everything exploded. But here I tried with both BF archives as well as only with 14d and got exactly the same behaviour so I doubt it's related.

 

 

welp. SoL

¯\_(ツ)_/¯

Edited by Lapsio
Posted

For the time that I had managed to get BeeingFemale running. It seems like a nice mod but after a while, a lot of the game's functions started to tank, mostly due to a large amount of stack overflows that started popping up and that most of the other mods that I have can no longer function correctly due to BeeingFemale taking so many resources to just function.

 

Posted (edited)

this got my hopes up so much! i thought we as a community finally had a 100% full working BF again and that is still not the case. trying to fight between SE and AE just sucks. i wish the modders of old would return and fix this shit. and bethesda making all new versions of skyrim has does nothing but F**k it up! I'm so tired of being told "eh then go make your own mod" has if programing/modding doesn't take years of learning and mastering. sorry for venting. I'm one of the few nimrods who updated everything to AE when the shift happened. it would be more wasteful to go back and find all the old versions of mods. as Gandolf once said "things have been put into motion that can no longer be undone".  but even so @aliceqwer3141i truly thank you for not giving up on this mod and trying to bring back to the relm of the living.

 

Edited by laggz13
Posted
19 hours ago, Envy20 said:

For the time that I had managed to get BeeingFemale running. It seems like a nice mod but after a while, a lot of the game's functions started to tank, mostly due to a large amount of stack overflows that started popping up and that most of the other mods that I have can no longer function correctly due to BeeingFemale taking so many resources to just function.

 


Well, if you tried the BeeingFemale before mine, some scripts are not fully optimized (E.g., using Game.GetPlayer() which is 1000 times slower than using PlayerRef property - see here, using Game.GetCurrentGameTime() which is also much slower than using GameDaysPassed property - see here, etc).
I optimized scripts by replacing EVERY Game.GetPlayer() to PlayerRef and Game.GetCurrentGameTime() to GameDaysPassed, so it should be less heavy.

But if you still get stack overflows even after installing my BeeingFemaleSE Opt and start as a new game, then try disabling some features (e.g., disable NPC pregnancy, disable NPC and follower cycles, etc).
As far as I know, BeeingFemale is much more script-heavy than Fertility Mode v3 Fixes and Tweaks as BeeingFemale has much more features (and some scripts which can be further optimized but I don't have ability to push further optimization).

Posted
23 hours ago, Lapsio said:

 

I know xD You specifically said that you don't know if it's gonna work on AE in reply to me in BFACCA topic, thus I decided to try out. I'm not going to drag this topic more than it's worth. There's plenty of people who still use SE, not AE due to some mods never being ported to AE so it's not foreign concept to me and of course it's completely understandable. I just thought that maybe this behavior (never ending loading) is something common that someone faced and it's due to some simple fuckup on my side with missing dependencies or something. I'm not sure whether properly functioning BF should be more verbose but at least what I got doesn't really leave much clue as to what's broken in log so kinda SoL I guess.

 

 

My confusion mostly comes from fact that as far as I understood his post (maybe I can't read XD) it kinda seemed like his archive is just full BF with applied all patches so it sounded quite standalone and as such I thought that maybe my issues might come from mismatched files from 2 versions of the same mod installed at the same time. I did have CTD issue before with EggFactory ports because I didn't really understood instructions and installed one full mod over another full mod thinking it's just patch and as result everything exploded. But here I tried with both BF archives as well as only with 14d and got exactly the same behaviour so I doubt it's related.

 

 

welp. SoL

¯\_(ツ)_/¯

 

Oh, I have a bad memory so that I forgot you to try with AE...
 

I use exactly as I wrote in the requirements (BeeingFemale SE V2.8.1 v14d overwriting BeeingFemale SE 2.8.1, and my BeeingFemaleSE Opt overwriting everything) in Mod Organizer v2.4.4, and I haven't experience any issue. So there should be no problem even if you install both, as long as you follow my order as I wrote in Requirements.
 

Posted (edited)
4 hours ago, laggz13 said:

trying to fight between SE and AE just sucks

 

it's not always "a fight" I mean yeah sure some mod authors are just dicks for sake of making a stance but at least from what I've seen it's rare. More often than not it's just limited amount of time resources and fact that mods are simply abandoned. There's A LOT of mods that are abandoned. I started setting up my AE in January, right after 1130 drama so I chose .640 as my base game. And LOTS and LOTS of mods that I installed are like... last update: 2019 or even 2017. Not to mention LE mods that just happen to work on SE out of pure luck. Author is gone, doesn't give any signs of life anywhere. And there's nothing you can do about that. Sometimes people try to continue maintenance of abandoned mod like @aliceqwer3141 but just like they said - they're not OG authors of BF and taking over somebody's else mod is arguably even bigger effort than making one from scratch because in 9/10 cases you gotta understand somebody's else shitty, (obviously) undocumented code, not knowing how stuff really works and basically guess stuff out of thin air and reverse engineer everything XD it's sad reality of whole open source world, not just Skyrim mods.

 

As Linux user I'm facing this every day with normal software as well. You update OS and *boom* half of your apps no longer work because fuck you, no backwards compatibility on core system components level XD Microsoft actually cares about backwards compatibility in Windows so it may seem like foreign issue to many people, but open source systems don't give two shits about it. Apple is a bit better than Linux in this area but still you just won't run all old x86 or PowerPC apps on brand new ARM based Mac because fuck you xD it's the same case as SE vs AE mods.

 

It's mostly Bethesda fault for making breaking changes but also in very limited degree - fault of mods that may unnecessarily (or not, idk, i don't know why BF uses those dll's that it does use, maybe it's justified) rely on binary extensions.

 

like I said... SoL I guess ¯\_(ツ)_/¯

 

I tried Fertility Mode but it doesn't work for creatures very well neither base nor with FM+ patch. Untamed has very "manual" and arcade-style pregnancy which is not really compelling to me. So I guess I'll patiently wait XD

Edited by Lapsio
Posted
On 4/4/2024 at 1:07 AM, aliceqwer3141 said:

 

The original BeeingFemale system contains cycles, so there would be no way to turn off cycles since any woman cannot get pregnant without cycles.

If you want that only your female PC can get pregnant, turn off "NPCs can get pregnant" option in the "General Settings" in the BeeingFemale MCM (refer to the 3rd screenshot in the main page if you cannot find where "General Settings" is in BeeingFemale MCM).
Also, turn off "Follower menstrual cycle" and "NPC menstrual cycle" in the "General Settings" in the BeeingFemale MCM so that followers and NPCs cannot get pregnant.

By default, the probability that the child race is determined by father's race is 50%, meaning that even if your female PC had relationship with male creature and got pregnant, child may be human with 50% of probability.
Go to the "Pregnancy & Birth" section, and change "Child race determinator" to 100% so that the child race is ALWAYS determined by father's race (see the 4th screenshot in the main page if you cannot find where "Pregnancy & Birth" is).
Also, if you always want your child to be a boy (or male creature), set "Child sex determinator" to 100% in the "Pregnancy & Birth" section.

I guess you didn't check options in the BeeingFemale MCM. In the "Pregnancy & Birth" section, you can change the time it takes to give birth.
Change duration of "1st trimester", "2nd trimester", "3rd trimester" as you like. The minimum value you can set is 2 days.

If you want to make it shorter, go to the "BeeingFemale/AddOn" folder in the "BeeingFemaleSE Opt".
There, you can find "CustomRace AddOn Example.ini" file, as I wrote below section 5 in the "[Notable Changes]" as spoiler (you can see it by clicking "Reveal hidden contents" below section 5 in the [Notable Changes] in the main page).
I wrote everything in the "CustomRace AddOn Example.ini" which things you can additionally change.

Copy "CustomRace AddOn Example.ini" and rename it as you want (e.g., "myFasterPregnancy.ini").
Read my explanation in there, and remove things you don't want to change.
In your case, you would want to change "Duration_05_Trimester1=0.2", "Duration_06_Trimester2=0.2", and "Duration_07_Trimester3=0.2".
Then the duration of each trimester would be 2 days * 0.2 = 0.4 days = 9.6 hours.
Anything shorter than that might cause script error.

For child not showing in the MCM, it is because you don't have mods to add "proper BeeingFemale" child model.
Without that, my BeeingFemaleSE Opt will automatically copy the actorbase of either parent ("Child race determinator" will determine which part of the parent will be copied).
But then there is no way to add such clone to the BeeingFemale MCM for now (I'm still struggling how to implement it among 92 BeeingFemale scripts...).

Try using BFACCA SE or BFA SE I wrote above [Notable Changes], though they do not support schlongs since the original BFACCA and BFA do not have schlongs.

 

I was looking to get rid of cycles completely but no worries I'll try what you say so thanks a lot for all the info and help really appreciate it

Posted

Is it OK to have 1-2% impregnation chance in the widget? It's ovulation phase and probability is set to 100%. Also FHU send events is enabled. 

Posted (edited)
2 hours ago, crajjjj said:

Is it OK to have 1-2% impregnation chance in the widget? It's ovulation phase and probability is set to 100%. Also FHU send events is enabled. 


Short answer: Yes, it is INTENDED by the original BeeingFemale authors (BeeingFemale V2.8.1 SE or BeeingFemale V2.8.1 v14d SSE).

Long answer

Spoiler

The pregnancy system of the BeeingFemale is a bit complicated. DON'T ask me why it is like that. It is INTENDED by the original BeeingFemale authors, so if you don't like it, do not use BeeingFemale.
Pregnancy can happen ONLY between the ovulation phase (the progress should be at least 50%) and the luteal phase (the progress should be LESS than 65%).
Reading the book automatically added your inventory by BeeingFemale (when you first run your game after installing BeeingFemale) would help you why it is like that.

[1. Ovulation phase with the progress >= 50%]
If you set the duration of the ovulation phase to be 2 days, the pregnancy may happen at least 1 in-game day has been passed since the woman enters ovulation phase.
When the female character (whose pregnancy is allowed in the BeeingFemale MCM - "General Settings") is in the ovulation phase and the progress is equal to or greater than 50%, then the BeeingFemale system rolls a dice (0 to 15), and ONLY IF the result is LESS than 7, that female can be a candidate to get pregnant.

Any woman whose race has "DisablePregnancy=true" in the BeeingFemale AddOn ini file will NOT be a candidate to get pregnant independent of the BeeingFemale MCM settings.
(The default value is false, and if the value of the "DisablePregnancy" is not specified in every ini files in the "BeeingFemale/AddOn" folder, it will be regarded as false. Refer to the "CustomRace AddOn Example.ini" file in the "BeeingFemaleSE_Opt/BeeingFemale/AddOn" folder for more information).

If the female becomes a candidate to get pregnant, and she has receivced sperm(s) before the above rolling dice happens, then the BeeingFemale system will roll the dice again (0 to 99) and ONLY IF the result is LESS than the "pregnancy probability" in the BeeingFemale MCM, she gets pregnant.
If she did not get pregnant, the above two rolling dices will happen again about 1 in-game hour later until her ovulation phase ends.


[2. Luteal phase with the progress < 65%]
When the female character (whose pregnancy is allowed in the BeeingFemale MCM - "General Settings") is in the luteal phase and the progress is LESS than 65%, then the BeeingFemale system rolls a dice (0 to 99), and ONLY IF the result is LESS than (120 - 1.66667 * current progress of the luteal phase), that female can be a candidate to get pregnant.
So, INDEPENDENT of the "pregnancy probability" in the BeeingFemale MCM, the woman always becomes a candidate to get pregnant when she is in the luteal phase and the progress is equal to or less than 12% (120 - 1.66667 * 12 = 99.99996).

Any woman whose race has "DisablePregnancy=true" in the BeeingFemale AddOn ini file will NOT be a candidate to get pregnant independent of the BeeingFemale MCM settings.
(The default value is false, and if the value of the "DisablePregnancy" is not specified in every ini files in the "BeeingFemale/AddOn" folder, it will be regarded as false. Refer to the "CustomRace AddOn Example.ini" file in the "BeeingFemaleSE_Opt/BeeingFemale/AddOn" folder for more information).

If the female becomes a candidate to get pregnant, and she has receivced sperm(s) before the above rolling dice happens, then the BeeingFemale system will roll the dice again (0 to 99) and ONLY IF the result is LESS than the "pregnancy probability" in the BeeingFemale MCM, she gets pregnant.
If she did not get pregnant, the above two rolling dices will happen again about 1 in-game hour later until her luteal phase ends.

So, the impregnation chance in the widget is affected by above things and hence it is INTENDED that the impregnation chance in the widget may be less than the "pregnancy probability" in the BeeingFemale MCM.

Edited by aliceqwer3141
Fix errata
Posted
1 hour ago, krkr520 said:

After take a look on source code of LE DLL file that needs to make the DLL plugin from scratch to work with AE there is no other way
It's not hard if you know how mod works on old LE and know how new SKSE work and have good knowledge with C++
But this will need much of time to spent :(, so I wish you really succeed on this
I think the only special thing on Beeingfemale mod is leveling and perk system for child that not exists in 
Fertility mod
So make sure this system didn't get corrupted

If you stuck on something while work on AE plugin tell us maybe we can help

Good luck We appreciate your efforts :) .


I'm sorry but I do not know anything about SKSE and C++...
And I only play Skyrim SE 1.5.97 as many other old mods I'm using does not have AE version.
I just wish that someone who knows about it converts the BeeingFemale DLL file to AE version, and if you are going to convert it to AE version, you have my full permission to do so.

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