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[Mod][Wip] Beeing Female (For Ssl 1.5)


milzschnitte

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@h38fh2mf:

All i've seen it supports ActionScript somehow but at now i couldn't figure out how. This would make it way easier, too. And thanks for the BItwise function link.

 

@seiji-chan: Like WaxenFigure said:

1. The mod is in early beta - It's only the first WIP release. There are 2 bigger bugs right now that makes the mod impossible to use :(

The next Version will be playable and will be released soon.

 

2. Depends on what you meen. If you meen the pregnacy - no children can't become pregnant ... if you meen the birth - there are 2 Options, Born an Baby mesh (yes it's compatible) and Born a Child-Actor (no it's not compatible)... but the Baby Mesh Option is way cooler :)

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#1 - {WIP] Work in progress. Very new project still in Beta (which you should have seen in the Original Post).

 

#2 - Hell no. See the Community Rules link (on every page), Rule 3.

 

 

1. I'm aware it's in beta and a WIP. That doesn't tell me if it's functional or not. A lot of WIP projects work great, while others are nearly unplayable.

 

2. Does't really apply. I've used an old version of CotS in the past along with sliders to make smaller characters, male and female. Just because the word "Children" is in the title doesn't mean that's the only use of the mod. But hey, thanks for accusing me of wanting to create child pornography in Skyrim! Real friendly of you. :)

 

 

 

@h38fh2mf:

All i've seen it supports ActionScript somehow but at now i couldn't figure out how. This would make it way easier, too. And thanks for the BItwise function link.

 

@seiji-chan: Like WaxenFigure said:

1. The mod is in early beta - It's only the first WIP release. There are 2 bigger bugs right now that makes the mod impossible to use  :(

The next Version will be playable and will be released soon.

 

2. Depends on what you meen. If you meen the pregnacy - no children can't become pregnant ... if you meen the birth - there are 2 Options, Born an Baby mesh (yes it's compatible) and Born a Child-Actor (no it's not compatible)... but the Baby Mesh Option is way cooler  :)

 

1. Thanks, that's the info I was looking for. I appreciate your continued work on the mod and I'll keep an eye on the progress.

 

2. Hm, does CotS actually read your character as a child within the game? I thought it only used a smaller body type, skeleton, etc. Wouldn't that still allow pregnancy? What's this baby mesh you're talking about though?

 

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2. Hm, does CotS actually read your character as a child within the game? I thought it only used a smaller body type, skeleton, etc. Wouldn't that still allow pregnancy? What's this baby mesh you're talking about though?

 

 

As Long the "IsChild" Flag on the actor isn't set it should work all i know. It require SexLab and when SexLab works with this character it should work. Normaly all child-actor should be blocked. But i'm not sure about the belly growing. The Body Mesh should Support weight scaling or node scaling. Else you won't see any belly growing.

At least, my mod only check for the IsChild Flag... most of the children in Skyrim are around 7 or 8 years... they don't realy got a menstrual cycle and i'm forcing to make the mod as realsitic as possible :-).... So some Kids may can learn a bit about females :P

 

 

dont know if its intended or not but you cant seem to have sex while pregnant

 

Normaly this should work... i don't have any Problems with pregnant sex

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At least, my mod only check for the IsChild Flag... most of the children in Skyrim are around 7 or 8 years... they don't realy got a menstrual cycle and i'm forcing to make the mod as realsitic as possible :-).... So some Kids may can learn a bit about females :PAs Long the "IsChild" Flag on the actor isn't set it should work all i know. It require SexLab and when SexLab works with this character it should work. Normaly all child-actor should be blocked. But i'm not sure about the belly growing. The Body Mesh should Support weight scaling or node scaling. Else you won't see any belly growing.

 

I don't think CotS gives the player character an "IsChild" flag. I'd imagine that might screw some things up. I use CotS with ECE which includes height sliders and whatnot, so the characters easily look (and are supposed to be) old enough to get pregnant, they're just leaner, not as full figured, etc.

 

I'm really not sure about the nodes and body mesh, though. The mod is here. Do you have any idea what the mod uses and if the mesh/nodes/whatever could be replaced with a pregnancy compatible one without breaking things? I'm clueless about this stuff.

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My mod only checks for the IsChild Flag. If it's not set, the Actors will have a menstrual cycle. If SexLab supports the actors - they also may become pregnant.

But sorry - i won't give support for that and i even can't cause i don't have the mod installed.

If the Body Mesh supports BodySlides then the belly will works - if not, sry. Node Scalling isn't supported with this Body / Skeleton.

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My mod only checks for the IsChild Flag. If it's not set, the Actors will have a menstrual cycle. If SexLab supports the actors - they also may become pregnant.

But sorry - i won't give support for that and i even can't cause i don't have the mod installed.

If the Body Mesh supports BodySlides then the belly will works - if not, sry. Node Scalling isn't supported with this Body / Skeleton.

 

No problem, I was just wondering if you happened to know what mesh CotS uses. I'll ask around on the topic for it, thanks for your help.

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Hmm. I'm kind of wishing I hadn't always avoided papyrus scripting...

 

I have the magic effect applying correctly but the script is not adding the spell to the actor.

Scriptname FWWomb extends activemagiceffect

Spell property _FWSpellBeeingFemale Auto

Event OnEffectStart(Actor akTarget, Actor akCaster)
    akTarget.AddSpell(_FWSpellBeeingFemale)
EndEvent

I feel like I'm missing something really obvious.

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Hmm. I'm kind of wishing I hadn't always avoided papyrus scripting...

 

I have the magic effect applying correctly but the script is not adding the spell to the actor.

Scriptname FWWomb extends activemagiceffect

Spell property _FWSpellBeeingFemale Auto

Event OnEffectStart(Actor akTarget, Actor akCaster)
    akTarget.AddSpell(_FWSpellBeeingFemale)
EndEvent

I feel like I'm missing something really obvious.

 

If you are sure magic effect applies I see only options is property not set or the spell has effect with flag hide in UI so y ou never see the spell even though you have it. Try in console "player.hasspell 12345678" where number is the spell id

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Since this mod is going to add Babys in the form of a Babymesh "object", maybe we need some form of crib to put them in?

 

(for those of us who arent complete monsters that plan to throw away the babies into a river or sacrifice them on a altar..)

 

there are baskets like the one Ysolda uses when is at the market of whiterun, maybe to combine it and show it like ure carring it, and maybe add feature of place it in the floor, there are more toys in nexus as i saw this days XD

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Hmm. I'm kind of wishing I hadn't always avoided papyrus scripting...

 

I have the magic effect applying correctly but the script is not adding the spell to the actor.

Scriptname FWWomb extends activemagiceffect

Spell property _FWSpellBeeingFemale Auto

Event OnEffectStart(Actor akTarget, Actor akCaster)
    akTarget.AddSpell(_FWSpellBeeingFemale)
EndEvent

I feel like I'm missing something really obvious.

 

If you are sure magic effect applies I see only options is property not set or the spell has effect with flag hide in UI so y ou never see the spell even though you have it. Try in console "player.hasspell 12345678" where number is the spell id

 

 

Oh man... thanks. I forgot to set the property.

 

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Well if they make babies as needy as babies really are, they'll all end up in rivers and sacrificed on altars anyway :)

Then i will make it a quest item ... no droping, no selling, just Keep it in inventory :P

 

Anyways.... at now some other bugs appeard...The NPC System crashes.... somewhere there is an endless Loop.... Duration of the phases are incorrect,..... nothing works anymore :P

I like it, now i got something to do again.......

 

For those who are using the mod anyways and want to correct the Carryweight bug, it's realy simple. There are 2 Magic Effect "_FWAbilityEffectPregnancySlowness" and "_FWAbilityEffectPregnancyDrained" ... simply set "Effect Archetype" to "Script"... that's all

 

For the second big bug, that NPCs won't talk anymore... just disable "NPC Mood" in the MCM Menu.

After those quick fixes the mod should be playable.

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Out of curiosity, is it possible to have pregnant NPC/PC wear pregnant specific clothes/armors that are made with caliente's soon to be released bodystudio. From what i understand now, we only have a pregnant body but not clothes compatibility yet.

 

http://www.loverslab.com/files/file/332-pregnant-weighted-tbbp-armor-bodyslide/

 

ah perhaps i should be clearer. What you linked to me was just the mesh of pregnant clothes which i already assumed would be fairly easy to make after bodystudio by caliente is out.

 

What im asking Is if it is possible that when NPC/PC get pregnant, a script or something makes them use the pregnant version mesh of the armor they are wearing while all other characters are still using the normal vanilla armor meshes. Hence whether its possible for the mod author to create a script or something that uses the pregnant clothes as a mesh replacer that only activates for pregnant characters.

 

Thus say you play a female character who is pregnant. You killed a male bandit and decided to wear his fur armor. Upon equiping it, you use the pregnant mesh version of the fur armor which accurately shows your pregnancy. Now you decided to unequip that same piece of fur armor and pass it to your female companion to equip it. Your companion (who is not pregnant) equips it and used the vanilla mesh since she isn't pregnant. In summary Same piece of armor but different mesh used depending on whether the character is pregnant.

 

P.s, i'm a lore friendly player who doesnt use skimpy so looks like i'll have to try to converting UNPB/CBBE vanilla clothes and immersive armors into pregnant versions. I'm prepared to do that, just wanted to see if its possible to actually have the mod do that, Would greatly increase immersion!  :D 

 

 

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No why use different mesh when you can just morph the same one. This is already in mod if character is pregnant and the armor supports node scaling it will look pregnant on pregnant NPC and normal on non-pregnant NPC depending on how far pregnancy has progressed. That is what was linked to you, armor that supports this type of scaling.

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Hallo milzschnitte,

 

Ich hab ein kleines Problem mit deiner Mod. Ich habe da es etwas zu lang gedauert hat die ganze Schwangerschaft über gewartet. So als es dann zu den Schmerzen kam hieß es in deinem Buch das es so an die 13 Stunden dauert. der Timer hingegen bleibt auf 0. ich habe 13 Stunden übersprungen und als ich den Zauber auf meine Frau angewendet habe um zu sehen wie lange es noch dauert stand immer noch drauf 0h0min0sec. ich frage mich nun was das ist? warum kann ich 3 Tage vergehen lassen und der Timer bleibt trotzdem auf null. es hieß auch das es für männliche Spieler keine Informationen im MCM gibt also konnt ich nicht wie in deinen Bildern den Namen und so sehen der kinder. es heißt wenn ich den Zauber anwende sie ist schwanger sie kann schwanger werden es ist ein kind aber der Timer bleibt bei den Labour Pains auf 0. hast du eine Idee was das problem sein könnte?

 

 

Edit: Hat sich erledigt, es hat halt nur etwas gedauert bis das Kind meinte es soll kommen. Die Mod ist wirklich gut aber du solltest wirklich mal nach dem Carryweight Problem sehen und das auch für NPC. und nur so ein Vorschlag am Rande wie wäre es wenn du es mit Children of the Sky kompatibel machen würdest.

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Hi THETS,

Es gibt das Wehen Frühstadium, was ungefähr 8 In-Game Stunden oder so dauert und übersprungen werden kann, und es gibt das Endstatium der Wehen was in reelen Sekunden gezählt wird und nicht übersprungen werden kann. Dies dauert im Spiel ungefähr 3 Minuten beim Spieler, und bei NPCs waren es glaub 120sec, also 2 Minuten.

 

//Edit: Das mit der Carryweight ist echt ein Problem. Ist recht einfach zu fixen, hab es auch in meiner Version schon gefixt. Leider sind einige Probleme aufgetaucht da ich das ganze NPC System ein wenig umgestellt habe, und nun geht grad gar nichts mehr :-) Sobald das alles wieder geht, werde ich es uploaden.

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Jep also wie ich grad edited hab, hat sich das erledigt. hat halt gedauert bis es mal wollte. aber wie schon oben steht vlt das Carryweight Problem auch bei NPC´s lösen und der Vorschlag mit dem Children of the Skyes. ich hab des selber mal nur so zum vergnügen probiert da ich etwas erfahrung mit sowas hab bin aber gescheitert. Sagen wir mal so ... ich bin anscheinend so ein oberschmonk das ich doch tatsächlich die Beeing female.esp mit der RCOTS.esp zusammenknüpfen wollte anstatt es in der beeing female.esp die Rasse zu erstellen. du musst da die Rasse erstellen aus den Meshes und Textures vom COTS mod nur hab ich da schon keine Ahnung. ich kann NPC erstellen und das auch mit eigenen rassen wie ZB die Lunari race aber dafür muss ich sie ESM ifizieren mit wyrebash was ich glaub würd in dem Fall vlt klappen aber wirklich nur vlt.

 

Mach weiter so! Hoffe das es auch bald den HF script hat wäre aber auch gut wenn du sie auch als Followers machen könntest und auch evtl. eine art Alterungsprozess der kinder mit dem einen Tool dieses Actors events ding.... ich mein wenns bei dem Timer funzt könnts mit den Kindern auch funzen das sie so mit 18 oder so aufhören zu altern.

 

 

 

Edit: Bestätige nur meine Theorie, es klappt mit Wrye Bash.

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Kurze Info noch mal. Wenn du kleine Erfahrungen mit dem Creation Kit hast, kansnt du den Carryweight Bug auch kurzerhand selbst fixen. Ist ganz einfach. Creation Kit starten - Mod laden - Bei der Kategorie Magic > Magic Effect die Zauber: "_FWAbilityEffectPregnancyDrained" und "_FWAbilityEffectPregnancySlowness" aufsuchen und dort die 3. Einstellung "Effect Archetype" auf "Script" umstellen. Speichern und der Bug ist gefixt.

Leider weis ich nicht wann ich die nächste Version veröffentlichen werde. Derzeit sind einige Probleme drin die ich nicht finde und das zögert alles hinaus.

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Out of curiosity milzschnitte, how are you setting up the cloak spell?

 

What I did on my end was add a cloak effect to _FMSpellBeeingFemale and the male variant with the condition that it only applied if the actor was the player.

 

Then I item linked the cloak effect to an aimed spell with an aimed script effect attached that only applied to unique, nonchild, nondead, female actors.

 

This worked fine the first time the effect landed on the actor. It triggered the script that checked if they had the _FMSpellBeeingFemale and added it if they did not.

 

The problem arose if I entered a loading screen. When I came back the script effect applied to all the correct actors again, but the script didn't run again... it would only run the first time for each actor.

 

I was using:

Scriptname FWWomb extends activemagiceffect

SPELL Property _FWSpellBeeingFemale  Auto

Event OnEffectStart(Actor akTarget, Actor akCaster)
    if (!akTarget.HasSpell(_FWSpellBeeingFemale))
        akTarget.AddSpell(_FWSpellBeeingFemale)
    endif
EndEvent

I tried using OnEffectUpdate as well, but I think it automaticly unregisters itself when the magic effect ends... would just using an onupdate script attached to the cloak effect itself to just constantly apply _FWSpellBeeingFemale to everyone that the conditionary script effect lands on be a better idea?

 

Idk I was just curious what method you were using.

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