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Posted

I got pop up saying the mod was updated. The only thing that got updated is description?

That is a bad point to LoversLab it doesn't separate File Updates from Page updates, but in this case the

Beeing Female - Estrus Chaurus Integration Patch by Bane_Master

Posted a few posts ago has been updated and that only appears in the Forum. so a link has been placed in the main page.

That's not how these things should be done, either they should be added to the main download page or should be posted as a separate download altogether.

Hiding them away in the Forum means that those who rarely check the Forums and just look for a New Download, see none and assume it's just a description update, which can simply be a spelling alteration or often a new screenshot.

This, habit of posting in the Forum began because Milzschnitte, Beeing Females Author had this strange idea that only when complete should a download page be made for this mod.

That's not how all the other authors do it, so all contributions appeared in the old Forum page and this great mod was hidden away and many who did find it, did so through other downloads, mainly pregnancy ones saying it was incompatible with them, it's how i found it and though it was labelled Beta it was much more stable than many mods on the downloads section, unspecified as to Being Beta or released.

 

That habit is continuing.

Anyway the plugins need Beeing Female and would be better placed on the Downloads page, or if not that actually posted as a Mod with BF as requirement.

 

The update Post is this one

 

 

Beeing Female 1.14 Estrus Chaurus Integration Patch V1.01

 

Hi All,

 

This is a patch for Beeing Female - posted here by kind persmission of milzschnitte.

 

This version has been updated to include Slorm's solution to FWSystem papyrus log spam - Thanks Slorm, great work!

 

This Version supports BF V1.14 Only

 

Required Mods and Versions

 

Beeing Female 1.14 (and it's requirements)

Estrus Chaurus+ 3.36  (and it's requirements)

 

The patch fixes handling of Chaurus Oviposition with Beeing Female, the changes are pretty simple (as are my coding skills!).  

 

Features

  • Beeing Female will now recognise Chaurus attacks on females and trigger the Chaurus implantation effect
    • Having Chaurus eggs implanted whilst pregnant will KILL  the unborn child resulting in a miscarriage starting a few hours after the Chaurus eggs are "Born"
    • Having Chaurus eggs implanted whilst NOT pregnant will result in a menstruation phase starting a few hours after the Chaurus eggs are "Born"
  • The BF timer function bug caused by EC is fixed
  • If you are using devious devices and an actor is wearing a chastity belt/harness they will be protected from the Beeing Female Chaurus implantation effect.
To repeat - being implanted with Charus eggs will terminate any current pregnancy. If you don't want to lose that precious baby you probably shouldn't be fooling around in Bug infested caves!   ;)

 

Because I am triggering the EC effect from within Beeing Female it operates independently of EC's Actor events framework - this still needs to be installed because it is an EC master but it's use can be safely set to false in the EC menu thereby improving compatibility with defeat or other similar mods. If Actor events is disabled in EC then Sexlab driven events will be the only trigger for oviposition, chastity belts will protect against oviposition and tentacle spit attacks will no longer happen (I am working on another use for tentacles though - more news on that at a later date!)

 

Basically I am writing patches to  learn some papyrus scripting and (hopefully) to add immersion - I'm sure it could be done at lot better, but this seems to work.

 

To use install over Beeing Female 1.14  You should see a patch initialised message...  (NMM or Mod Organizer recommended for installation! )

 

For the avoidance of doubt, I am an amateur at modding and this unofficial patch is provided "as is " to use at youir own risk!

 

 

Bane

 

___________________

 

Known Issues

 

None - please report any problems (or success) and I will try and sort them.

___________________

 

Changelog V1.01

Added Slorm's FWSystem Papyrus log spam fix

 

 

 

Posted

grr trying to find the script entry to change the update time to lower than a hour. also tried to make a oncell load sacript for this but no luck.

which function for beeing is used to update the bodies thought i had it but guess i had it wrong.

 

which script was it to control the update time and is it possible to add a update on cell load script?

Posted

the FWAbilityBeeingFemale got the update function you meen, i think.

My version is a bit different i think, but the time should be set in line 116 (after loading the Game) and 294.

The interval depends on the phase (was made dynamicly so i can change the settings for each phase).

 

The variable is above the second RegisterForUpdateGameTime function and is called "UpdateDelay" (lines: 243, 248, 253, 258, 263, 268, ...)

 

I think this are the update delays you meen (this is mainley to refresh NPCs stats live and for the player)

Posted

Question...  The blood effects don't work on my female character or any NPC's or Followers. Any idea why they aren't showing or working...

 

 

Request 1... In the MCM, an option to prevent heavy armour use in the second trimester. As heavy armour is rigid, and she's got an enormous baby bump that would prevent using it.

 

1. First trimester all armour's can be used.

2. Second trimester, can't use heavy armours.

3. Third trimester, can't use light or heavy armours. She has to wear just normal clothing like maternity wear...

 

 

Idea... For joypad users... occasional baby movement on the joypads vibration function. Slow rumble pack motor speed would probably give the best effect...

 

Loving the mod, it forces you to play differently to keep the baby alive during dangerous travel. Holding off on the big battles, or cave exploring, running away from battles, using horses or horse  and cart to make up for your slow lumbering speed.

Cool idea for the rumble on the joypad! I support that one!

Posted

will take some time... more then 2 weeks.... maybe 2 month.... hopefully this year :)

I can't promise anything and i can't say anything....

The main problem right now is the child menu... the GUI is working perfect, but a few buttons won't register the click event.

Another thing is the Level the children has got. So i have to create a complete new level system with gaining expereance and stuff, next to the complete new adoption system.

 

And the third thing i will do is creating a better "Mod Compatiblity" system that will give you options how other mods may react or how BeeingFemale should react to other mods.

Those are the changes for BeeingFemale 2.0 and this is realy a lot of work.

 

I've also speed up BeeingFemale a bit using native code. Native code is way faster then papyrus but it's not possible to gain exxess to almost everything. That's why there is still a lot of papyrus code and the possible useages for native code is low. So i'm developing in 3 languages: Papyrus, C and AS

 

I'm already playing with the children and it's a complete new feeling and makes fun. The children are realy helpfull, but they can't die.... this is like cheating and another problem.

Posted

Sounds quite exciting :) . I do hope that you are able to order the children to stay at home (and be able to tell which home in case there are several to choose from!) - and in case of invading giants or such to stay safe and not engage the hostiles.

Posted

will take some time... more then 2 weeks.... maybe 2 month.... hopefully this year :)

I can't promise anything and i can't say anything....

The main problem right now is the child menu... the GUI is working perfect, but a few buttons won't register the click event.

Another thing is the Level the children has got. So i have to create a complete new level system with gaining expereance and stuff, next to the complete new adoption system.

 

And the third thing i will do is creating a better "Mod Compatiblity" system that will give you options how other mods may react or how BeeingFemale should react to other mods.

Those are the changes for BeeingFemale 2.0 and this is realy a lot of work.

 

I've also speed up BeeingFemale a bit using native code. Native code is way faster then papyrus but it's not possible to gain exxess to almost everything. That's why there is still a lot of papyrus code and the possible useages for native code is low. So i'm developing in 3 languages: Papyrus, C and AS

 

I'm already playing with the children and it's a complete new feeling and makes fun. The children are realy helpfull, but they can't die.... this is like cheating and another problem.

 

would this help that issue?  http://www.nexusmods.com/skyrim/mods/13202/?

Posted

@Milz

 

Got to the bottom of why these are appearing while testing a different mod. When I started a new game they do not appear in the log anymore. They only statrted appearing after I updated from SL1.59 to SL1.59c so it would seem that it may be a good idea to remove BF before updating SL. Having said that, it's never caused any problems that I'm aware of

 

 

[10/27/2014 - 09:04:43PM] Error: Unable to call RegisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].fwabilitybeeingfemale.RegisterForUpdate() - "" Line ?
[None].fwabilitybeeingfemale.OnGameLoad() - "FWAbilityBeeingFemale.psc" Line 112
[bF_Main (0B000D62)].fwsystem.OnGameLoad() - "FWSystem.psc" Line 225
[alias _FWPlayerRef on quest BF_Main (0B000D62)].FWPlayerAlias.OnPlayerLoadGame() - "FWPlayerAlias.psc" Line 101
[10/27/2014 - 09:04:43PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
[None].fwabilitybeeingfemale.RegisterForModEvent() - "" Line ?
[None].fwabilitybeeingfemale.OnGameLoad() - "FWAbilityBeeingFemale.psc" Line 113
[bF_Main (0B000D62)].fwsystem.OnGameLoad() - "FWSystem.psc" Line 225
[alias _FWPlayerRef on quest BF_Main (0B000D62)].FWPlayerAlias.OnPlayerLoadGame() - "FWPlayerAlias.psc" Line 101
[10/27/2014 - 09:04:43PM] Error: Unable to call RegisterForSleep - no native object bound to the script object, or object is of incorrect type
stack:
[None].fwabilitybeeingfemale.RegisterForSleep() - "" Line ?
[None].fwabilitybeeingfemale.OnGameLoad() - "FWAbilityBeeingFemale.psc" Line 114
[bF_Main (0B000D62)].fwsystem.OnGameLoad() - "FWSystem.psc" Line 225
[alias _FWPlayerRef on quest BF_Main (0B000D62)].FWPlayerAlias.OnPlayerLoadGame() - "FWPlayerAlias.psc" Line 101
[10/27/2014 - 09:04:43PM] Error: Unable to call RegisterForUpdateGameTime - no native object bound to the script object, or object is of incorrect type
stack:
[None].fwabilitybeeingfemale.RegisterForUpdateGameTime() - "" Line ?
[None].fwabilitybeeingfemale.OnGameLoad() - "FWAbilityBeeingFemale.psc" Line 116
[bF_Main (0B000D62)].fwsystem.OnGameLoad() - "FWSystem.psc" Line 225
[alias _FWPlayerRef on quest BF_Main (0B000D62)].FWPlayerAlias.OnPlayerLoadGame() - "FWPlayerAlias.psc" Line 101

 

Posted

Sounds quite exciting :) . I do hope that you are able to order the children to stay at home (and be able to tell which home in case there are several to choose from!) - and in case of invading giants or such to stay safe and not engage the hostiles.

 

But where is this home? This isn't realy possible without DLC requirements, and i don't want to...

Waiting works great.... I'm also trying to create a "go to your father / mather" ... and "go to our secret location"... and maybe i can get it work to read the players current home... but i'm not sure what version this will be... maybe it's the next version, maybe it will be added later...

For sure you can remove/delete your own children, but still need an good rpg idea to remove NPC children. The dreagon attack was a nice idea, but i can't create something like that :)

 

 

 

will take some time... more then 2 weeks.... maybe 2 month.... hopefully this year :)

I can't promise anything and i can't say anything....

The main problem right now is the child menu... the GUI is working perfect, but a few buttons won't register the click event.

Another thing is the Level the children has got. So i have to create a complete new level system with gaining expereance and stuff, next to the complete new adoption system.

 

And the third thing i will do is creating a better "Mod Compatiblity" system that will give you options how other mods may react or how BeeingFemale should react to other mods.

Those are the changes for BeeingFemale 2.0 and this is realy a lot of work.

 

I've also speed up BeeingFemale a bit using native code. Native code is way faster then papyrus but it's not possible to gain exxess to almost everything. That's why there is still a lot of papyrus code and the possible useages for native code is low. So i'm developing in 3 languages: Papyrus, C and AS

 

I'm already playing with the children and it's a complete new feeling and makes fun. The children are realy helpfull, but they can't die.... this is like cheating and another problem.

 

would this help that issue?  http://www.nexusmods.com/skyrim/mods/13202/?

 

 

Nope sorry, I know how to make children killable, but i don't want something like that... they are just kids :) For sure they will become a health bar so there won't be conflics with kill able children mods, but by default they are not killable. I thought more about something like "knock out" for a while until the combat is over... or they run away when they took to much damage

 

Don't worry, i can get it work somehow :) The main question is just: How long does it take. I think when the flash/ActionScript part is over (I've never done something in ActionScript using the Autodesk Scaleform Framework before) it will go fast.

Posted

the FWAbilityBeeingFemale got the update function you meen, i think.

My version is a bit different i think, but the time should be set in line 116 (after loading the Game) and 294.

The interval depends on the phase (was made dynamicly so i can change the settings for each phase).

 

The variable is above the second RegisterForUpdateGameTime function and is called "UpdateDelay" (lines: 243, 248, 253, 258, 263, 268, ...)

 

I think this are the update delays you meen (this is mainley to refresh NPCs stats live and for the player)

 

damnit no luck on changeing it as ck keeps failing to compile it once i change it ill mess around more later.

Posted

Futas still couldn't knock the PC up. Imma try that genderchange mod that lets you change what 'gender' sexlab sees an npc as; maybe that will force their cum to work.

 

Edit: Nope, not even that work. Regular males still work fine. Very, very strange. Female/female cum is most certainly enabled; I get the visuals And sound effects. Yet nothing registers in BeingFemale. Hmm. Will have to continue screwing around with things when im not so tired and annoyed. Thing i'll go blow up some pirates and go to bed.

Posted

Futas still couldn't knock the PC up. Imma try that genderchange mod that lets you change what 'gender' sexlab sees an npc as; maybe that will force their cum to work.

 

Edit: Nope, not even that work. Regular males still work fine. Very, very strange. Female/female cum is most certainly enabled; I get the visuals And sound effects. Yet nothing registers in BeingFemale. Hmm. Will have to continue screwing around with things when im not so tired and annoyed. Thing i'll go blow up some pirates and go to bed.

 

Have you tried SexLab Cumshot, it has a setting to make PC/NPCs transgender (http://www.loverslab.com/topic/22598-sexlab-cumshot-152/)

Posted

I think my problem now come from the skeleton itself, (XPMS 32) not compatible with all body I use/found whenever its CBBE/HDT/BBP/UNPB it cause niplle torpedo as much as big breast torpedo and big butt I tryed everything I found on forums but its not working, dunno what exactly cause the problem witin  skeleton

Posted

Having problems = Reset Player via BeeingFemale MCM Menu :) This works in many cases

 

It didn't in mine, said that. I actually had to tell being female to uninstall itself, save, disable, save, then re-enable it. Works now, though.

Posted

@milzschnitte:

I know this technically isn't the right thread, but since the search didn't return anything and I got no responses in the "where can I find...?" thread, I think this is my best shot at getting results. If you want, I can remove this post.

 

@Everyone else:

Do you happen to have, or know where to get, a version of Caliente's Vanilla Outfits for CBBE with the belly node enabled (to display the pregnancy belly)? I tried to enable it myself, but I screwed up something (neck seam being where the breasts should be, floating head, unattached arms, really weird looking stuff)

Posted

One question.

Will the new version that will come some day be compatible whit the old, I was thinking about the children?

If you have children some where and they will still exist and only be upgraded.

Posted

Yes, you can just overwrite the old version with the next version that will be released.

The only thing i'm not sure about is, that the old children will have all the new features. The children will have most of the features, but i'm not sure about the leveling system.

Posted

Thanks for the fast answer.

We will find that out then about the children.

But what i have seen is that if you de install the BF mod the children will disappear. Or if you tells it to turn off. But that cant be one mayor problem if they disappear.

Posted

@milzschnitte:

I know this technically isn't the right thread, but since the search didn't return anything and I got no responses in the "where can I find...?" thread, I think this is my best shot at getting results. If you want, I can remove this post.

 

@Everyone else:

Do you happen to have, or know where to get, a version of Caliente's Vanilla Outfits for CBBE with the belly node enabled (to display the pregnancy belly)? I tried to enable it myself, but I screwed up something (neck seam being where the breasts should be, floating head, unattached arms, really weird looking stuff)

 

This is about the closest I know of http://www.loverslab.com/files/file/545-pva-pregnant-vanilla-armors/

 

Posted

 

@milzschnitte:

I know this technically isn't the right thread, but since the search didn't return anything and I got no responses in the "where can I find...?" thread, I think this is my best shot at getting results. If you want, I can remove this post.

 

@Everyone else:

Do you happen to have, or know where to get, a version of Caliente's Vanilla Outfits for CBBE with the belly node enabled (to display the pregnancy belly)? I tried to enable it myself, but I screwed up something (neck seam being where the breasts should be, floating head, unattached arms, really weird looking stuff)

 

This is about the closest I know of http://www.loverslab.com/files/file/545-pva-pregnant-vanilla-armors/

Thank you! I'll give it a try :)

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