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Posted

@Milzshnitte

Is it ok if I upload my cleaned master?

Beeingfemale.esm file?

 

It runs better whit it. And there are no ITM:s in it.

And perhaps it should have been at Nexus to?

 

Posted

First of all, I've read everything :)

The Error Spam is already known and I realy realy can't get it. This is impossible. I think this is a problem with skse or something else.

 

iven when I make something like this

if self as ActiveMagicEffect
    RegisterForSingleUpdate(...)
endif
 
or
 
if self.GetType()
    RegisterForSingleUpdate(...)
endif
the Error won't go away.... i've tried everything so hard, but no way >.<

This error still got highest priority - so don't worry

 

I'm having some problems with the mod, it says there's a 99% chance of conceiving but then every time I  wait a few in game hours pregnancy doesn't start and it just goes to the next phase of the menstrual cycle. I keep trying and my character just doesn't become pregnant at all.  Any idea whats wrong?

 

The highest chance to become pregnant beginns when ovulation phase is at 50% and ends at 1% of lutheal phase. Then the chance drops "fast".

Does the MCM Menu -> Information say, that you have sperm from someone inside?

What SexMod are you using, or do you use the Bed-Sleeping option, or both?

Try to sleep next to your spouse, ... for 1 hour, then repeat it for a couple of times - this should always work (this is using Sleeping and the chance that "Something happen" can be set in the MCM Menu -> Impregnation

Yes I use both sexlab and bed sleeping options, I tried sleeping next them like 16 times but same problem no pregnancy even though it shows under information there is sperm inside. Does it make a difference that its my follower and not my spouse? Because with the previous version 2.7 I did not have this problem (and it was with the same follower) so I'm not too sure whats going on. I did not upgrade from 2.7 to 2.8 either I made a completely new save from scratch.

Posted

There shouldn't be any difference between follower and spouse. Maybe your character is in the menopause :D ... jk. Haven't included this right now.

If realy nothing helps, you can use the console command. But this is realy immersive braking I think.

Open the console, select your spouse and type in > bf:impregnate

Right now I realy don't know what the problem could be.

Posted

There shouldn't be any difference between follower and spouse. Maybe your character is in the menopause :D ... jk. Haven't included this right now.

If realy nothing helps, you can use the console command. But this is realy immersive braking I think.

Open the console, select your spouse and type in > bf:impregnate

Right now I realy don't know what the problem could be.

hey thanks for the tip but I did try the old version 2.7 (since I had it on a back up) and I just uploaded the old version into my game and it worked! strange.

 

 

Posted

Greetings all.

I'm looking forword to create BeeingFemale for Skyrim SE. But right now it will be complicated. For the configuration menu and the widgets something like SkyUI is required. But now I've read, that it's not planed to create SkyUI for Skyrim SE.

Now I need some brain storming. What do you guys think about, configuration and the widgets.

 

I think the configuration can be made with .ini files or something like that.

The commands like "Uninstall BeeingFemale", "Reset NPCs", "Reset BeeingFemale", ..... can be made with console commands I guess.

And what's about widgets?

Maybe something like text info, in the top left corner, when pressing the hot key.

 

It could be also possible to make a window based config menu. The Info Window and the Child Skill window should be possible with SKSE64 and without SkyUI. But such a window cost a lot of time.

 

And even if SkyUI will be released somedays, it may take a few month untill then >.<

 

What do you think, how those things should be done?

Maybe I could need some help with ActionScript 2 and Adobe Flash.

Posted

Greetings all.

I'm looking forword to create BeeingFemale for Skyrim SE. But right now it will be complicated. For the configuration menu and the widgets something like SkyUI is required. But now I've read, that it's not planed to create SkyUI for Skyrim SE.

Now I need some brain storming. What do you guys think about, configuration and the widgets.

 

I think the configuration can be made with .ini files or something like that.

The commands like "Uninstall BeeingFemale", "Reset NPCs", "Reset BeeingFemale", ..... can be made with console commands I guess.

And what's about widgets?

Maybe something like text info, in the top left corner, when pressing the hot key.

 

It could be also possible to make a window based config menu. The Info Window and the Child Skill window should be possible with SKSE64 and without SkyUI. But such a window cost a lot of time.

 

And even if SkyUI will be released somedays, it may take a few month untill then >.<

 

What do you think, how those things should be done?

Maybe I could need some help with ActionScript 2 and Adobe Flash.

 

From what I recall, schlangster said at one point that although he was not interested in making SkyUI for SSE, he had no problem with someone else attempting to do so using his code. My memory may be faulty, though - but if it isn't, then as soon as the script extender comes out in full force it is likely that SkyUI will be made again, at least partially.

 

Configuration via .ini files is good because the changes will stay between games. My main objection was that it isn't easily testable in-game, but if you can do it with console commands then that's perfect.

 

As for widgets, I have no idea. Text info works and is easy to implement, anyway. Also easy to replace if something better comes up in the future.

Posted

im not sure if tampons are apart of main beeing female or one of the add ons but is there anyone else having the issue of tampons giving beast races a human body when equipped? its really annoying since taking them away from my followers they keep getting more

Posted

Sounds interesting - Tampons are included in the main file since 2.6 (if i remember correctly)

I think this can happen, depending on the mod/race you are using. the Kahjiit Tail and the argonian Tail are also using an Armor Slot. So I think there can be beast races out there that are using other slots, too, like the slot I'm using for the Tampon.

I haven't notices anything like that yet and I can't test anything because I'm writing a save/load script for BeeingFemale, and untill this isn't working correctly my Skyrim will crash, because it will try to load incorrect data.

Posted

There is a stand-alone MCM available for Fallout: New Vegas.  I wonder if something like that is possible to do in SkyrimSE which could compensate for the absence of SkyUI.

Posted

Just uploaded a Flower Girl (v1.6.4) Patch to make it compatible.

It will only handle the 2 Actor animations for Male/Female. Right now there is no FF, FFM, FMM or solo supported.

 

But - I won't update or support the patch. I hope the Flower Girls dev will include this script somedays.

Posted

Hard to find in this thread, so please forgive me if this has already been mentioned but I'm running into an issue.
When pregnant, the body change will show momentarily but then disappear completely. It will display both breasts and belly as large upon any loading screen but after a second or two it disappears.
Any items? 


Hard to find in this thread, so please forgive me if this has already been mentioned but I'm running into an issue.
When pregnant, the body change will show momentarily but then disappear completely. It will display both breasts and belly as large upon any loading screen but after a second or two it disappears.
Any ideas? 

Posted

Hard to find in this thread, so please forgive me if this has already been mentioned but I'm running into an issue.

When pregnant, the body change will show momentarily but then disappear completely. It will display both breasts and belly as large upon any loading screen but after a second or two it disappears.

Any items? 

Hard to find in this thread, so please forgive me if this has already been mentioned but I'm running into an issue.

When pregnant, the body change will show momentarily but then disappear completely. It will display both breasts and belly as large upon any loading screen but after a second or two it disappears.

Any ideas? 

 

No problem well known issue.

Try this nice mod, install it after Beeing Female, make sure that you follow the instructions how you install it.

 

http://www.loverslab.com/topic/53219-sexlab-inflation-framework/

 

Posted

Hello,

 

can anybody confirm, that the Bathing in Skyrim AddOn is working properly for them. I can't seem to get it work on my end. BeeingFemale-MCM says "Bathing in Skyrim: compatible", the AddOn itself seems to be active or is at least ticked in the AddOn manager. 

 

Acording to the code in BFA_BathingInSkyrim it should wash out sperm when it detects the Bathing MagicEffect from Bathing in Skyrim.

function OnMagicEffectApply(Actor akWoman, ObjectReference akCaster, MagicEffect akEffect)
	if bIsInstalled && bActive
		if akEffect==sBathingEffect
			System.Controller.WashOutSperm(akWoman, 1, 0.6)
		elseif akEffect==sBathingEffectSoap
			System.Controller.WashOutSperm(akWoman, 1, 0.8)
		endif
	endif
endfunction

 I confirmed ingame that the Effect is applied during bathing using mfg console information, but if i check the BF-MCM afterwards I can't make out any difference in the sperm amounts in either the information tab or the Debug tab even after several attempts.

 

Not sure if there is something wrong with my installation or the AddOn itself or if it is even active at all..

 

 

----

 

btw, i also had a look at another patch for Bathing in Skyrim to clear SL cum made by Kimy (i think...) which modifies the mzinBatheAttemptSuccess scropt... and i thought, if it wouldn't be easier to use that script aswell and apply the BF-washout effect in the same manner as the SexLab.ClearCum effect.

 

I made a feeble attempt to modifying the script in such a way, but i am a papyrus dummy and couldn't get the script to compile.. :(  :lol:  

ScriptName mzinBatheAttemptSuccess Extends ActiveMagicEffect
{ this script bathes a dirty actor }

mzinBatheQuest Property BatheQuest Auto
MiscObject Property WashProp Auto
FWSystem property System auto


Event OnEffectStart(Actor Target, Actor Caster)
	BatheQuest.BatheActor(Target, WashProp)
	SexLabFramework SexLab = SexLabUtil.GetAPI()
	SexLab.ClearCum(Target)
	if GetSex(Target)==1
		System.Controller.WashOutSperm(Target, 1, 0.4)
	endif
EndEvent

anyways, not sure if this would be a good/better way to approach this.. The AddOn approach is probably cleaner, i just though i could quickly butcher something together for troubleshooting and see if it would work this way.

Posted (edited)

@Gullu.

I did try if it works whit NPC. And no. I dont, have not checked my female char if it works there, have currently issues whit my Real shelter patch.

 

Also I do get this every time I load my game. It sorts it self out after restart and refresh of B-F.

But can be little tedious since it takes some time to refresh all. Not reset them.

post-552511-0-53977100-1490168168_thumb.jpg

post-552511-0-56913000-1490168191_thumb.jpg

Edited by Uncle64
Posted

I will test everything when my Skyrim is working again. Right now I'm makeing above 50% of the BeeingFemale code native.

I think the most complicated parts are already written successfully. If here is a mistake, it will raise a CTD.

Right now, I'm writing the FWController into native. The Datas will be stored without PapyrusUtil. Therefore I must write a converter that exports the old Data to the new System. This will also be a bigger step. I don't want that you loose all your progress and that the children will run around without a name.

On April 03 I'm starting my new job, and then I will have even more less time for BeeingFemale. So it will take some time till the next version is ready.

Posted

Milzsnitte you need to explain that, you are remaking the code to what?

Are you planning to do more C++ in it?

 

And hope the new job will be nice for you :)

Posted

Correct. I'm planing to do most of the code in C++.

The functions will still exists for everyone but there source code is now in C++ The AddOn System will be still the save as it was in the last version.

 

What Scripts are effected:

- FWController - Almost everything in FWController will be effected

- FWSystem - Many functions, especialy those, that are called very often like "IsValidateFemaleActor"

- FWSaveLoad - The Update(Woman) Function will be effected.

- FWChildActor - Right now I don't know in how far this will be effected

- FWChildArmor - Right now I don't know in how far this will be effected

- FWCamera - It's a new script, 100% C++

 

The C++ Code will be published again, too.

 

 

What will be better with C++

- C++ is way way way way faster then Papyrus

- The AddOn Manager will load and cache the Data when the game starts and not like now, whenever a game is loaded.

- same to the new FWCamera Script (this one is still a bit buggy and will raise a CTD :(

- Right now, a woman that wasn't updated for around 40 ingame days takes around 10 - 20 seconds to update all her stats when using papyrus and you shouldn't save during this time. In C++ this may take 0.5 seconds on a slow machine.

- I can do Multi Threading - so using more processor cores then just 1. I can call the Update(Woman) function in other threads so it won't block the game.

- It won't be that easy to make a Pedo-Patch for BeeingFemale (well, the last on I've seen was for BF 2.4 - so this is already ages ago)

 

I will keep an eye on all AddOns for BeeingFemale, so they will keep working. I don't see any reason why AddOns shouldn't work anymore. For all modder everything will stay the same.

 

 

What else is planed:

- The animated Camera. This will be in the next version!

- Magic Effects that effects the actor and effect things like "Duration of a phase", "Pain level", "Chance to become pregnant", ... This is planed but not 100% sure if this will be done in the next version. With this you can also make new Perks, shrine effects, .....

- The Console Script is exported to a new Object and handles the command in another thread.

- I realy can't remember what else I've already changed - but it's a lot

- Cat Beast Pregnancy Script. As you may know, cats don't have a menstruation cycle. They are in heat and will have there ovulation, when they have sex. So they have a kind of "unlimited Follicular Phase" and when they have sex, they switch to Ovulating - That's how it is planed

- An own "GetSex()" function that returns if an actor is threaded as male or female, and it can also be changed

- Allow Non Unique Actors

- Contraception for Males

 

 

What's this camera script?

 

 

Scriptname FWCamera
 
 
; ----------------------------------------------------------------------------------
; Theory:
; - First, you must create a camera. Store the camera ID in a variable:
; - Now you must attach actions to the camera - what the should camera do.
; - - So you must create an Action first.
; - - Set the values of an action like "rotate to object and move to a position"
; - - Attach the action to the camera
; - Play the Camera
; ----------------------------------------------------------------------------------
; Example:
; int cameraID = CameraCreate("Move_from_the_player_to_an_object_and_then_back_to_player")
; int action1 = CameraCreateAction(0, 5)
; MoveFromObject(action1, Game.GetPlayer())
; MoveToObject(action1, akTarget)
; int action2 = CameraClearAction(6, 11)
; MoveFromObject(action2, akTarget)
; MoveToObject(action2, Game.GetPlayer())
; CalculationMethode(action2, "expo.in")
; CameraAddAction(cameraID, action1)
; CameraAddAction(cameraID, action2)
; CameraPlayWait()
; ----------------------------------------------------------------------------------
; Beware: When you define a camera with objects, the object is stored.
; When you use "CameraFind(...)" it will keep the stored actor. If you like to
; use another object, you must create a new camera
; ----------------------------------------------------------------------------------
 
; Easing (Transition) Calculations
; ----------------------------------------------------------------------------------
; There are different easing functions available to make a nice smooth camera animation
; Each easing has a "in", "out" and "inout".
; You can give an easing function to a camera action by using the command:
;   CalculationMethode(ActionID, "linear.in")
; so you must type in a string the easing methode, followed by a dot and the function.
; The easing methodes are:
; - back
; - bounce
; - circ
; - cubic
; - elastic
; - expo
; - linear
; - quad
; - quart
; - quint
; - sine
; Diagrams can be found via google
; for example: https://docs111.mootools.net/Effects/Fx-Transitions
; ----------------------------------------------------------------------------------
 
; Node Names
; ----------------------------------------------------------------------------------
; There are several functions where you can enter a node name. The node names are
; defined in the skeleton and the body. If the node can not be found, it will use
; the basic object position
; Because the node names may change depending on the used body, I made some
; 'general' node names. If you use them, the script will try to find this bone
; even if it has another name - or it tries to find the closest node.
; For example: "belly". it will search for the "NPC Belly" node. If the node does
; not exists, it searches for "NPC Spine1 [spn1]", then for "NPC Spine1", and the
; same thing with Spine2.
; This is a bit slower then the full bone name - so if you are 100% sure about the
; node name, use the node name instead of a 'general' name
; The 'general' names are:
; - eye
; - head
; - genitals
; - butt
; - belly
; - l breast
; - r breast
; - spine1
; - spine2
; - l thigh
; - r thigh
; - l shoulder
; - r shoulder
; - neck
string function FindNodeEx(ObjectReference obj, string s) global native
; ----------------------------------------------------------------------------------
 
 
 
; Camera Methodes
; ----------------------------------------------------------------------------------
; Create a camera
int function CameraCreate(string name) global native
; deletes a camera
bool function CameraClear(int camID) global native
; check if a camera already exists
bool function HasCamera(string name) global native
; returns the ID of an existing camera - if the camera could not be found, it returns -1
int function FindCamera(string name) global native
 
; Crreates an action
int function CameraCreateAction(float startTime, float duration) global native
; deletes an action
bool function CameraClearAction(int ActionID) global native
; returns the number of actions a camera has got
int function CameraNumActions(int camID) global native
; adds an action to the camera
bool function CameraAddAction(int CameraID, int ActionID) global native
; removes an action from a camera
bool function CameraRemoveAction(int CameraID, int ActionID) global native
 
 
 
; Action Methodes
; ----------------------------------------------------------------------------------
; Set the easing methode of the camera (if not set, "linear.in" is used
bool function CalculationMethode(int ActionID, string methode) global native
; Locks the position of the camera during this action, so it can't move anymore
bool function LockPosition(int ActionID, bool bLock) global native
; Locks the rotation of the camera during this action, so it can't rotate anymore
bool function LockRotation(int ActionID, bool bLock) global native
; Makes an animated FOV - starting position
bool function FOV_Start(int ActionID, float FOV) global native
; Makes an animated FOV - ending position
bool function FOV_End(int ActionID, float FOV) global native
 
 
; The Camera action starts from Position X, Y, Z
bool function MoveFrom(int ActionID, float x, float y, float z) global native
; The Camera action starts of this object
bool function MoveFrom_Object(int ActionID, ObjectReference obj) global native
; The Camera action starts from this object node (like 'NPC Belly')
bool function MoveFrom_ObjectNode(int ActionID, ObjectReference obj, string NodeName) global native
; Sets the offset of the starting position of this action so you can define, that it won't start in the body
bool function MoveFrom_Offset(int ActionID, float x, float y, float z) global native
; The Camera Offset depends on the camera ObjectReference/camera rotation
bool function MoveFrom_CameraOffset(int ActionID, float x, float y, float z) global native
 
; The camera action moves to this position
bool function MoveTo(int ActionID, float x, float y, float z) global native
; The Camera action moves to this object
bool function MoveTo_Object(int ActionID, ObjectReference obj) global native
; The camera action moves to this objects node
bool function MoveTo_ObjectNode(int ActionID, ObjectReference obj, string NodeName) global native
; The camera action keeps an offset to the final position
bool function MoveTo_Offset(int ActionID, float x, float y, float z) global native
; The Camera Offset depends on the camera ObjectReference/camera rotation
bool function MoveTo_CameraOffset(int ActionID, float x, float y, float z) global native
 
; The camera action rotation starts by looking at this position
bool function LookFrom(int ActionID, float x, float y, float z) global native
; The camera action rotation starts by looking at this object
bool function LookFrom_Object(int ActionID, ObjectReference obj) global native
; The camera action rotation starts by looking at this objects node
bool function LookFrom_ObjectNode(int ActionID, ObjectReference obj, string NodeName) global native
; The camera action rotation starts by looking at the offset of the position
bool function LookFrom_Offset(int ActionID, float x, float y, float z) global native
; The Camera Offset depends on the camera ObjectReference/camera rotation
bool function LookFrom_CameraOffset(int ActionID, float x, float y, float z) global native
 
; The camera action rotation ends with looking at this position
bool function LookTo(int ActionID, float x, float y, float z) global native
; The camera action rotation ends with looking at this object
bool function LookTo_Object(int ActionID, ObjectReference obj) global native
; The camera action rotation ends with looking at this objects node
bool function LookTo_ObjectNode(int ActionID, ObjectReference obj, string NodeName) global native
; The camera action rotation ends with looking at the offset of the position
bool function LookTo_Offset(int ActionID, float x, float y, float z) global native
; The Camera Offset depends on the camera ObjectReference/camera rotation
bool function LookTo_CameraOffset(int ActionID, float x, float y, float z) global native
 
 
bool function RotateFrom(int ActionID, float rot_x, float rot_z) global native
bool function RotateXFrom(int ActionID, float rot_x) global native
bool function RotateZFrom(int ActionID, float rot_x) global native
 
bool function RotateTo(int ActionID, float rot_x, float rot_z) global native
bool function RotateXTo(int ActionID, float rot_x) global native
bool function RotateZTo(int ActionID, float rot_x) global native
 
 
 
 
; Play, Wait and Stop
; ----------------------------------------------------------------------------------
; Play the camera asyn. You must stop the camera manuell!
bool function CameraPlay(int camID) global native
; Plays the camera and waits untill it's finished. Then it stops the camera automaticly (recommanded!)
bool function CameraPlayWait(int camID) global native
; Play the camera asyn. You must stop the camera manuell! - After the first run it repeats x times
bool function CameraPlayRepeat(int camID, int repeat) global native
; Plays the camera and waits untill it's finished. Then it stops the camera automaticly - After the first run it repeats x times
bool function CameraPlayRepeatWait(int camID, int repeat) global native
; Waiting till the camera was played successfully
function CameraWait(int camID) global native
; Waiting till the camera was played successfully and stops the camera
function CameraWaitStop(int camID) global native
; Stops the Camera and reset the view
bool function CameraStop(int camID) global native
; Play a Camera-File
bool function PlayCameraFile(string File, float TimeScale= 1.0, ObjectReference arg1 = none, ObjectReference arg2 = none, ObjectReference arg3 = none) global native
; Get a random CameraAddAction-File depending on the given Type
string function getCameraFileByType(string TypeName, ObjectReference arg1=none, ObjectReference arg2=none, ObjectReference arg3=none) global native
 
 
; get the native rotation axes of an object for native code (0 - 2pi)
float function getAngleX(ObjectReference obj) global native
float function getAngleZ(ObjectReference obj) global native
 
 
 
; Setting the rotation axe of an object with the native rotation (0 - 2pi)
function setAngleX(ObjectReference obj, float val) global native
function setAngleZ(ObjectReference obj, float val) global native

 

 

 

You can make a camera papyrusscript. You create a Camera, then you can attach Actions to the Camera. An action got a "Start Time" and a "Duration". You can attach several functions to this action like "Move To Object" and "Look at Actor" - then the Camera fades to the Object during it looks at an Actor.
You can also say "Look at an Actors Bone and Move around" ... like the 'Vagina' or 'Breast' .... then the Camera keeps looking to there during it moves around.
 
But that's not enough. You can make script-files where you can define animations and then you can say "Play the Camera Script File"
And this is still not enough!
Inside the Camera Scripts there are Camera Type defined like "PresentationActor", "PresentationArmor", ..... then you can say: "Play a random CameraScript that contains the Type: "PresentationActor" ....
 
Example Code:

CamID=FWCamera.CameraCreate("Look around actor")
 
; --- Create Camera Action 1 ---
int act1=FWCamera.CameraCreateAction(0,5)
FWCamera.MoveFrom_ObjectNode(act1,target, "head")
FWCamera.MoveFrom_CameraOffset(act1, -80,-50,0)
FWCamera.MoveFrom_Offset(act1,0,0,-20)
FWCamera.RotateFrom(act1, 0.5, RotationZ2)
 
FWCamera.MoveTo_ObjectNode(act1, target, "head")
FWCamera.MoveTo_CameraOffset(act1, 80,-50,0)
FWCamera.MoveTo_Offset(act1,0,0,-20)
FWCamera.RotateTo(act1, 0.5, RotationZ2)
 
; --- Create Camera Action 2 ---
int act2=FWCamera.CameraCreateAction(5,5)
FWCamera.MoveFrom_ObjectNode(act2,target, "head")
FWCamera.MoveFrom_CameraOffset(act2, 80,50,0)
FWCamera.RotateFrom(act2, 0.5, RotationZ1)
 
FWCamera.MoveTo_ObjectNode(act2, target, "head")
FWCamera.MoveTo_CameraOffset(act2,-80,50,0)
FWCamera.RotateTo(act2, 0.5, RotationZ1)
 
; --- Create Camera Action 3 ---
int act3=FWCamera.CameraCreateAction(10,10)
FWCamera.MoveFrom_ObjectNode(act3, target, "head")
FWCamera.MoveFrom_Offset(act3, 0,0,60)
FWCamera.MoveFrom_CameraOffset(act3, 0,50,0)
FWCamera.RotateFrom(act3, 1.5, RotationZ1)
FWCamera.MoveTo_ObjectNode(act3, target, "Root")
FWCamera.MoveTo_Offset(act3,0,0,20)
FWCamera.MoveTo_CameraOffset(act3, 0,50,0)
FWCamera.RotateTo(act3, -1.3, RotationZ1)
 
int act4=FWCamera.CameraCreateAction(20,10)
FWCamera.MoveFrom_ObjectNode(act4, target, "head")
FWCamera.MoveFrom_Offset(act4, 0,0,60)
FWCamera.MoveFrom_CameraOffset(act4, 0,-50,0)
FWCamera.RotateFrom(act4, 1.5, RotationZ2)
FWCamera.MoveTo_ObjectNode(act4, target, "Root")
FWCamera.MoveTo_Offset(act4,0,0,20)
FWCamera.MoveTo_CameraOffset(act4, 0,-50,0)
FWCamera.RotateTo(act4, -1.3, RotationZ2)
 
int act5=FWCamera.CameraCreateAction(30,10)
FWCamera.LookFrom_ObjectNode(act5, target, "head")
FWCamera.MoveFrom_ObjectNode(act5, target, "head")
FWCamera.MoveFrom_CameraOffset(act5, 50,0,0)
FWCamera.LookTo_ObjectNode(act5, target, "head")
FWCamera.MoveTo_ObjectNode(act5, target, "head")
FWCamera.MoveTo_CameraOffset(act5, 50,0,0)
 
 
; --- Add Camera Actions to camera ---
FWCamera.CameraAddAction(CamID, act1)
FWCamera.CameraAddAction(CamID, act2)
FWCamera.CameraAddAction(CamID, act3)
FWCamera.CameraAddAction(CamID, act4)
FWCamera.CameraAddAction(CamID, act5)
 
FWCamera.CameraPlayWait(CamID)

What I will use this for?

Well, ... I don't realy know :) It's a nice to have feature and can be used with so many things! It can be used to animate the camera during sex and stuff. Because it has a Repeating function as well as a Play_ASync and Stop Function, it can be used for any situation - But it will require BeeingFemale, because it's not a seperat mod.

 

Right now it's planed to use it when:

- Child is learning a new spell

- When the 'Come inside' is triggerd after sleeping in a bed - the spouse will be displayed for 3 seconds.

- When giving birth to a child

- Maybe when having a misscarryage.

Posted

But it will require BeeingFemale, because it's not a seperat mod.

Why not making it a separate mod? Is there anything in particular, that is preventing you from making it into a standalone mod?

This sounds like modders could benefit from it, as a utility plugin or something like that.

Posted

I already thought about making a seperate mod for it.... but it's just a modder ressource and wouldn't work without a mod that handles it.

 

I need to do some tests and maybe I will come with a "beta" for this, without the Camera File (the Camera Files are in "Skyrim/Data/BeeingFemale/Camera/" and I don't know if you will like this :)

Another reason is... for some reason the game often CTD with the file right now. Something I don't understand because the File does the same as the papyrus commands, and the papyrus commands work realy well.

 

But those are the only reasons. It can be easiely ported to a new SKSE Plugin.

 

 

What do you all think?

Should it be a seperate modder ressource so everyone can create camera animations for the mods (like sex mods)

Maybe someone could even create a Widget or Menu to create new camera animations realy easy.

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