Halstrom Posted November 26, 2014 Author Posted November 26, 2014 Yeah that might work too, I just haven't the time to focus on offspring, it needs so much work, I've got more than I can handle just sorting Prgenancy. And I sorta lack interest in managing the offspring as I play Pregnancy as an undesired consequence rather than a "add more followers" mod myself Yeah so if anyone wants it go for it, I could then probably look into the Pregnancy end more for recording fathers etc.
Strec Posted November 26, 2014 Posted November 26, 2014 @Odessa Your solution will work but perhaps a little computer consuming and solve only ne name problem, I think a more global way may be better to manage completly the offsprings.  Remember I did give a try on this thread . I will not continue for now cause I work on SS3 and it is too heavy to do with SPv3 as it is for now, but it can give some tips for modders.  If you want a mod (or many) managing completly the offpsprings their creation MUST be isolated in SPv3 and for now there are 2 problems : The children creation is done by a placeAtMe in the middle of bigs scripts (at least 6) for each races and if you patch these script, any update of these scripts in future versions of SP break your mod. You must have SexoutPreg as a master just to intercept the 'placeAtMe'. Let childre live alone !!! The solution I did use was replacing the 'placeAtMe' by a function call :   ...... set theChildTypeIDidChoose to .................... ...... set myNewChild to mother.placeAtMe theChildTypeIDidChoose ...... replaced by : ...... ;set theChildTypeIDidChoose to .................... let theChildTypeIDidChoose := call giveMeAChildRef mother apple theChildTypeIDidChoose ...... ;set mother.placeAtMe theChildTypeIDidChoose ...... --------------- scn giveMeAChildRef ref rMother ref rFather ref rChildTypeByDefault ref rNewChild begin function { rMother rFather rChildTypeByDefault}   if rFather==apple    set rFather to playerRef   endif   ;-------------------------------------------------------------- Create a child     ;Original version in SPv3   set rNewChild to rMother.placeAtMe rChildTypeByDefault   ;-------------------------------------------------------------- Create a child   setFunctionReturn rNewChild end  So, your mod need only to intercept and modify the new function and do what it want on the child creation.  Â
Halstrom Posted November 26, 2014 Author Posted November 26, 2014 If you need something added to the birthing scripts in Pregnancy for Offspring, just let me know what you want added, that I can do. Also most of the time it's actually adding the baby to inventory as I found PlaceAtMe often drops them below the ground somewhere.
Strec Posted November 26, 2014 Posted November 26, 2014 Halstrom I did speak of the offsprings poping, not the birth of the babies, this part is perfect with the baby on the back of the mother
Halstrom Posted November 26, 2014 Author Posted November 26, 2014 Halstrom I did speak of the offsprings poping, not the birth of the babies, this part is perfect with the baby on the back of the mother Ah sorry got confused, I could move all the scripts for Babies into Offspring too, that would give SexoutOffSpring complete control from birthing, not sure why I haven't done it already. Hmm I have done it already, it's been that way for a while I think, The egg/larve/baby is a SCR asset that Pregnancy just adds to the mothers inventory, there are scripts in SexoutOffspring for each baby type so if anyone want's to add naming offspring into SexoutOffSpring they can do so, I don't think there were any changes in the baby scripts between the stable and current beta in the Pregnancy beta thread but either way it's there for anyone who wants to give it a go as well as fixing offspring to follow, trade, patrol etc, I just can't get them to work, I am near useless at dialogue and packages by the looks.  I think Strec has already done a lot of this with Hair colors etc and naming for one of his mods as a patch for SexoutOffSpring, looking though it quickly a can't see why it shouldn't be merged in as a part of SexoutOffSpring except I don't know if there is anything in there that would be a problem for people not using his NPC mods.  This is the current beta but it only works with the SCR & Pregnancy betas
Halstrom Posted November 29, 2014 Author Posted November 29, 2014 Let the parent name them. I have a script that does just that using setnameex. I haven't noticed any trouble with it yet.    scn RenameScript ref rPlayer ref rMsgA ref rMsgB ref rTarget int bMenu int sAdded Begin OnAdd    set rTarget to GetContainer    set rPlayer to Player    set rMsgA to NameMsgA    set rMsgB to NameMsgB    SetNameEx "%n" rPlayer rMsgA    SetNameEx "%n" rTarget rPlayer    GetPlayerName    set sAdded to 1 End Begin GameMode    if (0 == sAdded)       Return    endif    if (1 == bMenu)       SetNameEx "%n" rPlayer rMsgB       rTarget.SetActorFullName NameMsgB       PlayerREF.SetActorFullName NameMsgA       RemoveMe    endif End Begin MenuMode 1051    set bMenu to 1 End   NameMsgA/B being a blank message of the same name. The rename field pops up and the player can type in whatever name they want.  Tried this sort a work but didn't rename the offspring, I think I have messages wrong
t3589 Posted November 29, 2014 Posted November 29, 2014 (edited)  Tried this sort a work but didn't rename the offspring, I think I have messages wrong  Roger that. They must be completely blank. No title, nothing in the message text, message box checked like you have it, no auto display. ie. New message, type in the id, hit OK, done.  EDIT: The blank messages are never actually displayed. They are just used to copy the name around. The player upon activation, will see the name field pop up just like when they name their char. It will have the NPCs old name already in the field, just like it does for 'Courier'. They'll type in the new name, hit OK, done. The crosshairs should then report the new name. Edited November 30, 2014 by t3589
Halstrom Posted November 30, 2014 Author Posted November 30, 2014 Roger that. They must be completely blank. No title, nothing in the message text, message box checked like you have it, no auto display. ie. New message, type in the id, hit OK, done.  EDIT: The blank messages are never actually displayed. They are just used to copy the name around. The player upon activation, will see the name field pop up just like when they name their char. It will have the NPCs old name already in the field, just like it does for 'Courier'. They'll type in the new name, hit OK, done. The crosshairs should then report the new name. Cool that worked
Halstrom Posted February 11, 2015 Author Posted February 11, 2015 Update 20150211.1:  Renaming for Offspring and fix to Debug.esp edits  Requires latest beta's
ljacquard Posted February 11, 2015 Posted February 11, 2015 Thank you, grabbing this. Â Being able to rename offspring seems essential and very human-like to me.
Halstrom Posted February 23, 2015 Author Posted February 23, 2015 File removed as I package it with Pregnancy anyway, Please direct any support requests to relevant Pregnancy topic.
RitualClarity Posted February 23, 2015 Posted February 23, 2015 Cool I was about to ask where the offspring when..
Recommended Posts