mangalo Posted June 3, 2019 Posted June 3, 2019 17 hours ago, helmutw said: yeah, but what mod is compatible with this mod, basically after giving birth, the lactation starts? i actually have an idea; when giving birth, the baby armor is spawned, this baby armor can't be unequipped and removed, during this period, women enter breastfeeding stage, boobs will leak milk and boobs can be milked, then after couple months, the baby armor is removed and replaced with child actor, and fertility cycle starts again, this isn't perfect but better than the current system. Agreed, the baby should first be a worn item then spawn as a child.
Asertyp Posted June 3, 2019 Posted June 3, 2019 19 hours ago, Slorm said: I reinstalled both BiS (with Monoman's Slavetats Tweak) and BF v12b and (touch wood) it seems to be working correctly this period, so hopefully it was just a glitch before It's good that you managed to fix it. Maybe there really was a glitch. If you necessary, I corrected the textures in the following way: Spoiler
MatinZ Posted June 3, 2019 Posted June 3, 2019 hi guys i have question is it normal for widget to not show the number percentage? it's only show the bar,icons & percentage symbol not the number and is it safe to merge plugins like beeingfemaleaddonbasic with BFAP and BF-Potions in skyrim or not? and in mcm menu in system section i got two sexlab framework one say compatible and another say not compatible
Uncle64 Posted June 3, 2019 Posted June 3, 2019 37 minutes ago, MatinZ said: hi guys i have question is it normal for widget to not show the number percentage? it's only show the bar,icons & percentage symbol not the number and is it safe to merge plugins like beeingfemaleaddonbasic with BFAP and BF-Potions in skyrim or not? and in mcm menu in system section i got two sexlab framework one say compatible and another say not compatible You should not merge those plugins. Since they are addons. Bf-portions maybe can be merged. 1
originalwankster Posted June 3, 2019 Posted June 3, 2019 Is there any way to make a male PC stop cumming inside random women whenever I sleep? All the options in the MCM seem to revolve around NPCs and female PCs.
helmutw Posted June 3, 2019 Posted June 3, 2019 12 hours ago, mangalo said: Agreed, the baby should first be a worn item then spawn as a child. i was actually browsing the other day and found pregnancy mod with such feature, it's called fertility mode; there's the oldrim version, but it's on nexus. while it looks good and maybe even better than beeing female, but it only allows 6 children max. i've been thinking of using only soulgem oven, in soulgem oven, there's hot birthing, hot milking and hot insertion, and fertility cycle can be simulated although not as advanced as beeing female, the only downside is, females birth soulgems not babies.
MatinZ Posted June 4, 2019 Posted June 4, 2019 hi again i have question is it bug or not that the male pc cannot deactivate the impregnation page sleep options? my character is male and in the impregnation page for sleep options says player is deactivated but still when i sleep the BF give me a notification that u came inside XXXX
thanh long 32 Posted June 4, 2019 Posted June 4, 2019 4 hours ago, MatinZ said: hi again i have question is it bug or not that the male pc cannot deactivate the impregnation page sleep options? my character is male and in the impregnation page for sleep options says player is deactivated but still when i sleep the BF give me a notification that u came inside XXXX how did you came inside the female npc while I cant?
Tkc Posted June 4, 2019 Posted June 4, 2019 On 6/2/2019 at 5:21 PM, Bane Master said: Ok - I will wait to merge scripts for the next update until you are happy with the scripts and upload your full script update package. Alnost finished testing. Optimized 18 scripts. While optimization and tests found several problems in originals and fixed them. Only found one visual thing wich I donkt know from where(in attached screenshot). Strange cube wich is appearing on the finish of giveng birth and temporarily appearing when player is start moving and dissappearing after some time like it appearing only when some magic effect activated. I saw this cube from start of tests even when almost nothing was optimized. I need check with default v12b patch to be sure if it was already or maybe it is appearing only on my game or hardware configuration. After it I will post all changed content. Spoiler upd: tested with unchanged v12b and also was this cube after giving birth. the cub disappeared both with milk textures on skin when was weared after couple waited days after birth. maybe this problem was because timescale was set to 2000 maybe not. supose it is linked with milk textures because appearing in same time with blood and milk textures. I quite exhausted to find fix and for this problem too and already have changed in last two days many things with manual review and rewriting code of scripts with thousand lines. Tested in game with changed files all process from circles to pregnancy and birth, and it is all working. I think, while it will be enough. I will compile all changed scripts then will pack all files in archive and then will post today or tomorrow.. upd: about sexlab pain sound when player woman giving bitrh must be sounds of pain in this moment, I was wondered when didnt hear any on unchanged v12b and even added it in FWSystem script and it became working but after I found almost same code in BFA_ssl script and by the code it must work but I didnt hear any sounds with standart unchanged script but from FWsystem it was working. It interested for me to find why it is not sounds. I will test the problem for some time again and will post changed files after this. upd: about blue cube wich appearing after birth. found it is appearing with blood textures and disappearing when disappering blood textures. by the way blood textures looking quite bright. upd: seems some problems like with sounds was because tests not on new game\cleansave but this cube appearing on the end of birth in any situations. Didnt know on baby items after giving birth is applyng enchantments. And it is quite cheat enchantments. In latest test to my test lv1 heroine was added babyitem with 3 enchantments: +25% to alteration power, +77% to shock resist, + 15% to alteration power. It is like megarare legendary item wich added almost immune to shock and +40% to alteration power for the player lv1. I will try to add additional code to make enchantments power\count depend on player level and player enchantment level for make it more balanced. Made enchantments more balanced and now their power and count depends on lvl\enchlvl of mother+father. 3
Tkc Posted June 6, 2019 Posted June 6, 2019 Posting archive with optimized scripts and some other extra content for those who need it. Main changes it is script code optimizations for reduced compilled size and faster work(for some main scripts and several other). Some functions was rewrited with faster variants. Found and fixed several problems in scripts and esp in time of optimization\test process. Previous code was not removed but just commented. There is txt with changes. Tested several times main process of all circles and pregnancy and all was working like with main v12b patch. From found in time of tests but still unfixed: after giving birth both with some magic effect temporary appearing little blue cub which is can be seen while moving. Cub is dissapearing after some time with same magic effect. Think it is magic effect because it can be removed with 'dispelallspells' console command. Problem already was in 12 patch. Archive attached. Extract all files in Beeing Female patch v12b folder with overwrite. REQURED clean save or new game. upd: 07june2019 - added scan cells for actors by quest, several optimizations, updated strings Beeing Female V2.8.1 Patch V12b optimizations-fixes-extra by Tkc (Loverslab).7z 7
Asertyp Posted June 7, 2019 Posted June 7, 2019 20 hours ago, Tkc said: after giving birth both with some magic effect temporary appearing little blue cub which is can be seen while moving. If I'm not mistaken, this bug was in version 2.8.1 without patches... or even earlier (v2.6...2.7). Nothing has changed since then. Maybe some texture is missing (or wrong path).
Bane Master Posted June 7, 2019 Posted June 7, 2019 23 hours ago, Tkc said: Posting archive with optimized scripts and some other extra content for those who need it. Main changes it is script code optimizations for reduced compilled size and faster work(for some main scripts and several other). Some functions was rewrited with faster variants. Found and fixed several problems in scripts and esp in time of optimization\test process. Previous code was not removed but just commented. There is txt with changes. Tested several times main process of all circles and pregnancy and all was working like with main v12b patch. From found in time of tests but still unfixed: after giving birth both with some magic effect temporary appearing little blue cub which is can be seen while moving. Cub is dissapearing after some time with same magic effect. Think it is magic effect because it can be removed with 'dispelallspells' console command. Problem already was in 12 patch. Archive attached. Extract all files in Beeing Female patch v12b folder with overwrite. REQURED clean save or new game. Beeing Female V2.8.1 Patch V12b optimizations-fixes-extra by Tkc (Loverslab).7z 338.05 kB · 10 downloads Great work! If you are happy I will merge the scripts, strings etc. and full optimisation extra ESM into the patch and release it as V13 2
worik Posted June 7, 2019 Posted June 7, 2019 23 hours ago, Tkc said: Posting archive 26 minutes ago, Bane Master said: release it as V13 That would be a great thing. ? ? You will be making many PMS suffering PCs very happy 1
Tkc Posted June 7, 2019 Posted June 7, 2019 3 hours ago, Bane Master said: Great work! If you are happy I will merge the scripts, strings etc. and full optimisation extra ESM into the patch and release it as V13 I also already made scanning by quest and some additional optimizations. Scanning for males\females became even more papyrus friendly. Just need a couple tests in game and I will post updated extra content but you can merge optimizations with no questscan if need then quest scan will be for v14. I thought quest scan implementation will take more time but finished it quite fast. UPD: added scan by quest with some optimizations and updated strings in same archive here. 2
Bane Master Posted June 7, 2019 Posted June 7, 2019 3 hours ago, Tkc said: UPD: added scan by quest with some optimizations and updated strings in same archive here. Cool - is this now in a state where you are happy for merge and release in the V13 patch?
Tkc Posted June 8, 2019 Posted June 8, 2019 4 hours ago, Bane Master said: Cool - is this now in a state where you are happy for merge and release in the V13 patch? It was things about we was talking and it is all for a while from me. All changes was logged into txt and all changes in script sources marked if need to check something. In archive also was added standalone esp with only changes for same purposes if will need to check. BF.esm updated with new records and because was also updated english strings. Also was updated russian localization strings(updated localization with which I have). Updated english strings was cloned to all missing localization to fix Lookup failed problem in v12. In strings folder also was created batch file which is clonning english strings to all not exist languages and creating other _bak batch which will move cloned strings to bak folder for causes for example when string or interface strings was updated and need fast to update strings for missing languages or when somene will made new locaization and need first clean frome cloned files then update and reclone to remade new _bak batch. Same and other info in the changes.txt. Ofcourse would be good to synchronize extra with main v12 patch to be possible to work with main patchfiles without need to synhronize changes with own fork after each update because it is not a Git and manual synchronization can be hard. In archive with extra all was made so to be possible to just overwrite files in main with updated and suppose will be much more simple to attach other changes of v12b patch(if they was) over optimized sources and esp from extra because in optimized script sources hundreds of changes. 4
Bane Master Posted June 8, 2019 Posted June 8, 2019 BeeingFemale 2.8.1 Patch V13 08/06/2019 Version 13 - Fixes thanks to Tkc Implemented quest based cell scanning to reduce script load Added Show Player Information spell Excluded ghosts & summoned creatures from the BeeingFemale spell Improved balance of enchantments on babies - these now depend on mother & father's level & enchanting skill Optimizations to many scripts for faster execution and smaller compiled script size Fixed "Show all stats" spell to no longer give Illusion skill Updated English interface strings cloned to all languages which were missing strings Added batch files to allow developers to easily clone BF English string files updates to languages that have no translation 4
Uncle64 Posted June 8, 2019 Posted June 8, 2019 @Bane Master @Tkc First thanks for your fixing. But I still want to nagg on you. This. Fixed "Show all stats" spell to no longer give Illusion skill. As I recall this was debated for 2-3 years ago if it should stay or be removed, Me including dear Milzschitte wanted it to stay. So I do strongly protest against it. It is nothing to "fix". Better to have put up one Vote if it should be removed or not.
Bane Master Posted June 8, 2019 Posted June 8, 2019 43 minutes ago, Uncle64 said: Better to have put up one Vote if it should be removed or not As it's @Tkc's work in the update I guess it's his call, I am happy either way as I don't tend to use the Show All Stats Spell. 1
Uncle64 Posted June 8, 2019 Posted June 8, 2019 In some ways it is, but me and many other do like that feature. And use the spell instead of going the long way throu the MCM for checking. So I feel that it is some sort of way to push stuff on others. So that is why I dont think it is something to fix. It is more what the player preferes. Must say that the other fixes is good, and there is many issues that is solved. Issues that we all have noticed, my self have checked on some of them, but have no idea about how to fix them. 1
Tkc Posted June 8, 2019 Posted June 8, 2019 1 hour ago, Uncle64 said: But I still want to nagg on you. This. Fixed "Show all stats" spell to no longer give Illusion skill. While tests I added debug message to test if script on ShowStats spell executing and after contacts with targed it was executed and was displayed info about npc but when was no contact with any valid targed by projectile then script was not executed at all and was no any debug message on start of it but for executing on player in the script was line if target !=none then do actions for targed else if targed==none then do actions for player but in tests when was no contact with valid targed of projectile with attached aimed type magic effect to it then script was even not executed. I used the spell for all tyme never saw any player stats and because checked it. And made Fix by added copy of the spell with sel type special as easy way to see player's stats. And as for technical feature was quite logical if it was lesser power and Illusion skill will not be raised when teachnical feature is using. In mcm instead of standart checkbox can be used dropdown list with feature to select with which of type it will be added(not added, power, spell or voice). I even dont remember it enough because main change for which was spent many of time was optimization of hundreds lines in script because it is hard to manually review and change so many lines and do not make errors\typos. Even rewriting scan with quest was much easier.
Uncle64 Posted June 8, 2019 Posted June 8, 2019 1 hour ago, Tkc said: While tests I added debug message to test if script on ShowStats spell executing and after contacts with targed it was executed and was displayed info about npc but when was no contact with any valid targed by projectile then script was not executed at all and was no any debug message on start of it but for executing on player in the script was line if target !=none then do actions for targed else if targed==none then do actions for player but in tests when was no contact with valid targed of projectile with attached aimed type magic effect to it then script was even not executed. I used the spell for all tyme never saw any player stats and because checked it. And made Fix by added copy of the spell with sel type special as easy way to see player's stats. And as for technical feature was quite logical if it was lesser power and Illusion skill will not be raised when teachnical feature is using. In mcm instead of standart checkbox can be used dropdown list with feature to select with which of type it will be added(not added, power, spell or voice). I even dont remember it enough because main change for which was spent many of time was optimization of hundreds lines in script because it is hard to manually review and change so many lines and do not make errors\typos. Even rewriting scan with quest was much easier. Thanks for your good responce. ? I think I understand what the issue was, since I have run in to it my self many times. If you have stand still and waited for up to 30 irl minutes you do get the info box. Dont save at that point. Everytime I have closed the game and only found zillions of lines in Papyrus about some other issue. That seems have blocked that spell so you have got some I dont know, papyrus overflow? But I have got the spell working fine, most of the time in my game, but as we all know, this mod is complex. If the issue is fixed so the mod dont stop working when you miss the target you aim at, then I can live whit it. We can debate if it should be one tecnical feature or infact one spell, that you should gain skill on. My self thinks different, I see it as one Power there you can check the NPC:s for in what state they are in. But we dont need to agree on that ?
Tkc Posted June 8, 2019 Posted June 8, 2019 41 minutes ago, Uncle64 said: ..I see it as one Power ... And it is became power as is. 41 minutes ago, Uncle64 said: But I have got the spell working fine, most of the time in my game, All time which I was using mod I saw no player info but on npc it was working all time and because I opened showstats script with idea to add stats for player and found there condition if !akTarget && akCaster.GetAngleX()>85 and tried in test new game to cast with many of different positions and angles and not found any player statistic window and then added debug message on start of script to check where is problem and again tried to cast not on npcs with many positions and angles but debug message was not appearing and after it I opened CK Wiki Magic effect and found next info: Aimed: Effect is attached to a Projectile which is then fired at the crosshairs. If it makes contact with a valid target, the effect is applied. But in script for player akTarget must be none and not contacted with any target. And only then I added standalone self type spell Player Info and it started working fine. 41 minutes ago, Uncle64 said: We can debate if it should be one tecnical feature or infact one spell, that you should gain skill on. Then have a sense to add instead of spellstats checkbox just in mcm spellstats menu with selection which type to add as often modders making. I will try but for it need a time to add all code and new spelltypes with strings. 2
Uncle64 Posted June 9, 2019 Posted June 9, 2019 13 hours ago, Tkc said: And it is became power as is. Snip. I can live whit that ?
Tkc Posted June 9, 2019 Posted June 9, 2019 19 hours ago, Bane Master said: ... Added MCM option where now will be possible to select Show Info spell type. It is for patch v12b+Extra\v13. New game is not required(if already v12b+Extra \ v13). Archive attached. Show Info spell type MCM option.7z 2
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