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MonocoDoll's Menstrual Cycle 1.0.0


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MonocoDoll's Menstrual Cycle 1.0.0


Mod Description

The MonocoDoll's Menstrual Cycle Mod aims to provide players with a mechanic that introduces Menstrual Cycle's to sims of the female sex. This provides extra factors that you need to keep in mind. Such as when it is safe to Woohoo to avoid pregnancy, when you are most likely to conceive, being stocked on supplies for bleeding, as well as being lied to by other sims about it being a safe day or them being on birth control (Being lied to is tunable).

 

Disclaimer

Before installing MonocoDoll's Menstrual Cycle into your game, please download and read the **MonocoDoll's Menstrual Cycle 1.0.0 (Guide)**. This guide will state which third party mods you will need to receive full functionaility of the mod. It will also go over concerns/conflicts and more in depth with the mechanics of the mod.

 

Overview

- Menstrual Cycle (PMS, Period, Fertile Window, and Luteal Phase)
- Fertility System
- Menopause
- Objects(Pads/Tampons, Plan B, Birth Control, Condoms)
- Period Tracking App
- Hospital Interactions(Vasectomy, Hysterctomy, Tubal Ligation, Abortion)
- Social Interactions(Ask For Spare Pad or Tampn, Ask If On Birth Control, Ask If It Is A Aafe Day, Ask About Bleeding)
- Toilet Interactions(Apply Protection, Remove Protection, Use Pregnancy Test, Fertility Awareness Test)
- Settings(Set Menstrual Cycle Status, Set NPC Birth Control Behaviour , Set Cycle To PMS, Set Cycle To Period, Set Cycle To Fertile Window, Set Cycle To Luteal Phase, Set Day of Segment, Remove Menopause)
- Tunables(71 Tunables)
- Moodlets(33)

 

Polycounts(Items Made By mspoodle1)
- Birth control pill box: Vertices:811, Polygons:1286
- Condom Box: Vertices:120, Polygons:128
- Condom Item: Vertices:175, Polygons:200
- Plan B Box: Vertices:96, Polygons:108
- Pregnancy Test Box: Vertices:96, Polygons:108
- Pregnancy Test Item: Vertices:128, Polygons:200
- Presciption Pill Bottle: Vertices:209, Polygons:250
- Sanitary Pad Item: Vertices:280, Polygons:398
- Sanitary Pad Package: Vertices:94, Polygons:108
- Tampon Box: Vertices:241, Polygons:108
- Tampon Ite: Vertices:24, Polygons:308

 

Polycounts(Item made by MonocoDoll. Animation props used when taking Birth Control or Using Plan B)
- PainKiller Pill: 124
- MDMA Pill: 124

 

Conflicts

please download and read the MonocoDoll's Menstrual Cycle 1.0.0 (Guide). This guide will state which third party mods you will need to receive full functionaility of the mod. It will also go over concerns/conflicts and more in depth with the mechanics of the mod.

 

Inspiration

The Menstrual Cycle System from WonderfulWhims for the sims 4 was a huge inspiration for developing this mod. It should be noted, that I never played WonderfulWhims, but I loved seeing reviews of the Menstrual Cycle System from that mod. And I would have most likely enjoyed it had I decided to continue playing TS4 after I moved to PC gaming.

 

Credits

 

Third Party Apps Used
- VS 2019 
- s3pe
- PhotoShop 2022
- MilkShape
- Blender 2.79
- Blender 2.67b
- Script Mod Template Creator by Battery

 

Third Party Mods Used
- Battery's C# Script utility

 

MonocoDoll's Menstrual Cycle Script
- MonocoDoll

 

Provided Assistance With Functions For The Script
- Battery
- zoeoe
- Twinsimming
- Eca

 

Custom Objects Included With MonocoDoll's Menstrual Cycle Mod
- mspoodle1
- MonocoDoll

 

Beta Testing
- Loveternity
- MonocoDoll


  • Submitter
  • Submitted
    01/09/2025
  • Category
  • Requirements
    Battery's C# Script Utility Mod From The Nexus

 

Posted

Thank you so much for this! 

 

I'm hoping that it's a lot more optimized than other mods doing the same thing. ❤️

 

Have you ever considered adding surrogacy to this? I think it is the only thing missing from the original hospital overhaul-type mods.

Posted (edited)
On 1/9/2025 at 11:59 PM, SaintCal said:

Thank you so much for this! 

 

I'm hoping that it's a lot more optimized than other mods doing the same thing. ❤️

 

Have you ever considered adding surrogacy to this? I think it is the only thing missing from the original hospital overhaul-type mods.

 

just by comparing it to mingos ideally this mod should be much more optimized with the option to deactivate cycles on NPCs and just be available on your active household which should automatically decrease "perpetual" calculation time

 

@MonocoDoll

I need some ideas about "balancing" the menstrual cycles considering I'm playing on longer life spans the default value for a complete cycle is 3 days? and considering Luteal cycle lasts 5 days that means the entire cycle starts every 8 days? so I made the cycle last 7 days but how does that affect the luteal period?

 

so Period segment is 3 days, Luteal phase is 5, fertile window is 3

 

so I'm assuming I just add everything to get total length? that means your default values lasts 11 days?

Edited by Algester
Posted
42 minutes ago, Algester said:

so I'm assuming I just add everything to get total length?


Pretty much. Period + Fertile + Luteal + PMS = total. For ideas, I suppose it depends on how realistic you'd want it to be; assuming a 28-day menstrual cycle, what makes most sense to me is 4-day Period, 10-day Fertile, 7-day Luteal, 7-day PMS.

That of course would mean 1 real day = 1 Sim day, which would make an absurdly long lifespan. You could of course suspend disbelief and do something like "28 real days = 1 Sim year and Sims are built different, they have one cycle per year instead of every month", which is actually what I've done in my game. Still makes for a very long lifespan but I enjoy it. I even made pregnancies last 21 Sim days.

I hope that gives you ideas. Finding a balance between getting it to feel realistic and still having satisfying gameplay with it is a challenge for sure.

Posted (edited)
17 hours ago, Loveternity said:


Pretty much. Period + Fertile + Luteal + PMS = total. For ideas, I suppose it depends on how realistic you'd want it to be; assuming a 28-day menstrual cycle, what makes most sense to me is 4-day Period, 10-day Fertile, 7-day Luteal, 7-day PMS.

That of course would mean 1 real day = 1 Sim day, which would make an absurdly long lifespan. You could of course suspend disbelief and do something like "28 real days = 1 Sim year and Sims are built different, they have one cycle per year instead of every month", which is actually what I've done in my game. Still makes for a very long lifespan but I enjoy it. I even made pregnancies last 21 Sim days.

I hope that gives you ideas. Finding a balance between getting it to feel realistic and still having satisfying gameplay with it is a challenge for sure.

ok cause my sims at young adult and adult have about 90 days each and teens are at 50 also I modded my pregnancies to be 15 days long -_-

Edited by Algester
Posted
48 minutes ago, lasagna-fritta said:

Hi! Where do I find the pads and tampon boxes? It's not listed in the description or the guide

 

Grocery store sells everything this mod adds.

Posted (edited)

@Loveternity Hi! I know you use this mod with KW, so I was hoping you could help me out. Do you have any tips on how to best sync up the cycles? I have purposely kept my sim from using protection to see if the two mods together made it difficult/impossible to get pregnant via KW and it kinda feels like it is. At least with the default settings. I'm curious what your settings are.

EDIT: Okay hold up hold up I am brain dead when it comes to math but I think I figured out some settings that might work. Fingers crossed! I am still curious what your settings are, though. Mine currently won't make much sense if I compare it too much to real life because my lifespan and season length is weird but I just gotta remember the magic of suspension of disbelief! 😂 And honestly I'm happy for my sims that they will have to go through way less periods than us cursed real people. LOL

Edited by Chrissy90
Posted
20 hours ago, Chrissy90 said:

Do you have any tips on how to best sync up the cycles? I have purposely kept my sim from using protection to see if the two mods together made it difficult/impossible to get pregnant via KW and it kinda feels like it is. At least with the default settings. I'm curious what your settings are.


I have not actually sync'd my KW cycle with the one from this mod. My KW cycle is based on the "28 days = 1 year" premise I mentioned in this thread, so 2 hours = 1 day. My KW cycle is 27 - 2 - 27 with a sperm lifetime of 8 (that's all in hours). And because that's such a short cycle compared to the one I mentioned I'm using for this mod, they do overlap; fertile window is 10 days, that's multiple KW cycles that will happen in those days. :P

Suspension of disbelief for the win. If I really wanted to sync them perfectly so that each KW fertily window is also a fertile day from this mod and vice versa, I'd have to multiply my KW values by 12 (so 324 - 24 - 324 and 96 sperm lifetime). Remember, KW uses hours, this mod uses days.

Posted (edited)
3 hours ago, Loveternity said:


I have not actually sync'd my KW cycle with the one from this mod. My KW cycle is based on the "28 days = 1 year" premise I mentioned in this thread, so 2 hours = 1 day. My KW cycle is 27 - 2 - 27 with a sperm lifetime of 8 (that's all in hours). And because that's such a short cycle compared to the one I mentioned I'm using for this mod, they do overlap; fertile window is 10 days, that's multiple KW cycles that will happen in those days. :P

Suspension of disbelief for the win. If I really wanted to sync them perfectly so that each KW fertily window is also a fertile day from this mod and vice versa, I'd have to multiply my KW values by 12 (so 324 - 24 - 324 and 96 sperm lifetime). Remember, KW uses hours, this mod uses days.


Ohh that's a pretty good idea, actually. In my game, I use really short seasons and really long lifespans so my sims experience holidays a more realistic amount, so a year in my game is 16 days.

I tried syncing them, but it didn't seem to work out like I intended. Maybe one of them bugged out or there was just enough time between KW actually setting my sim to the luteal phase and MonocoDoll's mod doing the same because they were somehow out of sync. Your idea would make all of this way less of a headache because my current plan is to re-set my sim's cycle to the fertile window in MonocoDoll's mod when she reaches that phase in KW (which, unless my testing was wrong, starts about 1/4 of the way into the follicular phase in KW). While doing this with my one single sim is sorta fine, I imagine it will quickly become a pain if my household ends up having multiple women in it or if I ever want the town to experience MonocoDoll's menstrual cycle too.

The settings I came up with were:
Luteal: 3 days
Fertile: 2 days
Period: 2 days
PMS: 2 days

Follicular: 60 hours
Ovulatory: 3 hours
Luteal: 153 hours

I lumped PMS and Period from MonocoDoll's mod into the Luteal Phase (taking into account that with my settings there is also a 15 hour window during KW's follicular phase where my sim won't be fertile) from KW to make sure they'd both take about 168 hours to reach the fertile window, but I guess that requires such precise timing that just can't be achieved by manually changing the cycle in both mods at the same time. Especially since I have no idea whether that takes effect immediately for KW (though it seems to for MonocoDoll's mod).

Either way, your idea of having the short KW cycles and long MonocoDoll ones so multiple KW fertile windows happen during MonocoDoll fertile windows would make this significantly easier for me. :P If resetting her fertile window in MonocoDoll's mod when KW reaches that stage doesn't work out, I might just have to use your settings. Though perhaps tweak them a little bit to better suit my shorter years. Thanks for the insight! ❤️ 

Edit: Okay I'm definitely using your idea because KW is either very inconsistent or I'm an idiot. Perhaps both. lol


 

Edited by Chrissy90
Posted

Oh! I was so caught up talking about the cycles syncing that I forgot to report some bugs I've noticed.

1. When I first loaded into my save, female sims all around town pretty much immediately had their cycles added automatically. I turned off the setting to automatically add cycles and disabled menstruation for every female sim outside my household. Despite this, I noticed a few sim who had their cycles disabled were running around town in worn out tampons and pads because they initially had their cycles enabled. It's easy enough to remove the moodlets via MC, but it might be a good idea to automatically remove any moodlets related to the mod when a sim's menstrual cycle is disabled.

2. Speaking of the setting to automatically add cycles - it doesn't seem to work? As I said, I have this turned off because I intend for only my current household to experience menstrual cycles right now and I disabled them for everyone in town. Despite this, sims (usually service sims it seems) will randomly have their menstrual cycles re-enabled and I have to disable them again.

Posted
1 hour ago, Chrissy90 said:

 Okay I'm definitely using your idea because KW is either very inconsistent or I'm an idiot. Perhaps both. lol


I know the feeling, we all derp now and then. :D

You didn't mention something that would make your life much easier; KW has a debug menu and you can manually set the menstrual phase there. And since this mod also has a similar setting, it should be fairly simple to sync them. But yes, you'd have to manually sync them for each and every Sim and if that includes inactives... that's quite a bit of work. But if the values are right it should in theory
be needed to be done just once per Sim and never again.

 

Quote

1. When I first loaded into my save, female sims all around town pretty much immediately had their cycles added automatically. I turned off the setting to automatically add cycles and disabled menstruation for every female sim outside my household. Despite this, I noticed a few sim who had their cycles disabled were running around town in worn out tampons and pads because they initially had their cycles enabled. It's easy enough to remove the moodlets via MC, but it might be a good idea to automatically remove any moodlets related to the mod when a sim's menstrual cycle is disabled.


@MonocoDoll can confirm, but I believe a lot of the "cleanup" methods used only take effect at 6 AM every day. That said I did notice at least some moodlets lingering, including worn out protection.

Good point about the automatic cycles though. When I started a new save it took a while to remove them from everyone. I even had to cheat with MC and invite back to the world tourists and services Sims that "escaped" with a menstrual cycle.

Posted
6 minutes ago, Loveternity said:

You didn't mention something that would make your life much easier; KW has a debug menu and you can manually set the menstrual phase there. And since this mod also has a similar setting, it should be fairly simple to sync them. But yes, you'd have to manually sync them for each and every Sim and if that includes inactives... that's quite a bit of work. But if the values are right it should in theory be needed to be done just once per Sim and never again.


That is how I tried to sync them, actually. I switched her cycle to luteal in both MonocoDoll's mod and KW, but it still somehow was several hours out of sync. My gut says to blame KW. lol During my attempts to sync them, at some point KW just forgot to end the Ovulatory phase and I kept checking via sim info in the debug menu and the timer had gone into the negatives. LOL Cleared up almost a day later, but definitely way off schedule. As much as I love that mod, it can be a real pain to get to work well. Grateful JV and Denton have made it better, but it still has its quirks. :P Regardless, I've reverted to using your method now. Just tweaked the lengths to better suit my year length. And I also increased how long pregnancies last because I somehow never thought to do that before I was afraid of the baby boom these settings might result in since I turned MonocoDoll's fertility system off for inactives.

Posted
6 minutes ago, Chrissy90 said:

the timer had gone into the negatives.

 

Interesting, I've seen that happen when the fertility system is enabled and a pregnancy occurs with KW but is canceled immediately with this mod. I like to imagine KW being a toddler throwing a fit. WAAAH WHERE DID MY PREGNANCY GO I'LL COUNT DOWN FROM 0.

Turning the fertility system off and on again seems to make KW menstrual cycle "behave" again.

Posted
6 hours ago, Loveternity said:


I know the feeling, we all derp now and then. :D

You didn't mention something that would make your life much easier; KW has a debug menu and you can manually set the menstrual phase there. And since this mod also has a similar setting, it should be fairly simple to sync them. But yes, you'd have to manually sync them for each and every Sim and if that includes inactives... that's quite a bit of work. But if the values are right it should in theory
be needed to be done just once per Sim and never again.

 


@MonocoDoll can confirm, but I believe a lot of the "cleanup" methods used only take effect at 6 AM every day. That said I did notice at least some moodlets lingering, including worn out protection.

Good point about the automatic cycles though. When I started a new save it took a while to remove them from everyone. I even had to cheat with MC and invite back to the world tourists and services Sims that "escaped" with a menstrual cycle.

Yup! I can confirm that the game will automatically clean up any lingering Worn out pads or tampons moodlet at 6:00am or whenever the became nighttime event triggers(Which I believe may be either 7:00pm or 8:00pm. ) if the sim doesn't take a shower or remove them themselves. 

Posted

@Loveternity your settings helped tremendously and my sim finally got pregnant! Now I don't actually want her to be pregnant, so this won't last long LOL... I just needed her to for testing purposes. :P  But I was thinking after she took the pregnancy test and it came back positive that it would be neat if possible to have that unlock the "announce pregnancy" social interaction.

Posted
2 hours ago, rissaroo0911 said:

i am so confused with the meme does it conflict with the birds and bees mod yes or no thats all i ask to know??? as well as the hospital overahaul mod 


After looking at the hospital overhaul mod description, I doubt it would conflict. Any mod that simply influences how Sims get pregnant is fine.

As for the other one, you're asking the wrong question. The right question is what exactly you intend to do with both mods in your game. Give it some thought.

Posted

ok i dont have the birds and bees but when enabling it and trying to do settings that wisteria did when she did a review on it, my game crashes i dont understand why this is getting frustrating.  i just want to play the game with this mod it looks so cool 

Posted (edited)

dont know how to take a screenshot on my computer i am not computer savy like that 

 

 

but i didnt have it in my game at all so i made an account and installed it 

 

 

Edited by rissaroo0911
Posted

ok sorry for all the msgs but i downloaded the utility  mod and put it in the correct folder and it still does not work it still crashes my game i honestly dont know what i am doing wrong.  

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