saviliana Posted May 29, 2019 Posted May 29, 2019 Um, I have an awful idea, what if there is some kind of effect when female MC went brawling/melee/power attacked and got hit in the abdomen area would cause a sudden PMS effects that could start a damage for longer then just one cycle, until it was healed by healer or magical items or enough days? It would be a nice addition into the tarma/wear & tear effect lineup for BF. Effects Such as: Damaged uterus lining (cause to miscarry easily/randomly damage fetus) Damaged ovary (cause to unable to release ovum normally) Damaged pelvis tissues (cause walking difficulty if carry a baby larger then or at 2nd term. cause pee if a pee mod that supported was active) Damaged pelvis bone (cause walking difficulty, and cause damage to any random parts after another blow or fall damage) Damaged cervix (cause to miscarry/birth difficulty) Damaged abdomen tissues (cause greater chance to stillbirth) Damaged vagina lining (cause infections) Damaged fallopian tubes (cause difficulty of ovum insemination) etc....
Tkc Posted May 29, 2019 Posted May 29, 2019 On 5/13/2019 at 9:41 PM, imauto93 said: Bane Master. I admire you. I had downloaded so many times that I did not know how many times I removed and installed BeeingFemale mod This mod is the only mod that presents me with a huge papyrus dumping stack I tried running your v11 again with a new mind after downloading yesterday, but it also presents me with a lot of papyrus dumping stacks ] Frame count: 1 (Page count: 1) [05/14/2019 - 01:07:48AM] State: Running (Freeze state: Frozen) [05/14/2019 - 01:07:48AM] Type: Normal [05/14/2019 - 01:07:48AM] Return register: None [05/14/2019 - 01:07:48AM] Has stack callback: No [05/14/2019 - 01:07:48AM] Stack trace: [05/14/2019 - 01:07:48AM] [Active effect 2 on (B2336ECE)].FWAbilityBeeingFemale.OnMagicEffectApply() - "FWAbilityBeeingFemale.psc" Line 1660 [05/14/2019 - 01:07:48AM] IP: 0 Instruction: 0 Line: 1660 [05/14/2019 - 01:07:48AM] [akCaster]: [Actor < (00000014)>] [05/14/2019 - 01:07:48AM] [akEffect]: [MagicEffect < (06038A86)>] [05/14/2019 - 01:07:48AM] [::temp453]: False [05/14/2019 - 01:07:48AM] [::temp454]: None [05/14/2019 - 01:07:48AM] [::NoneVar]: None [05/14/2019 - 01:07:48AM] Dumping stack 142387953: [05/14/2019 - 01:07:48AM] Frame count: 1 (Page count: 1) [05/14/2019 - 01:07:48AM] State: Running (Freeze state: Frozen) [05/14/2019 - 01:07:48AM] Type: Normal [05/14/2019 - 01:07:48AM] Return register: None [05/14/2019 - 01:07:48AM] Has stack callback: No [05/14/2019 - 01:07:48AM] Stack trace: [05/14/2019 - 01:07:48AM] [Active effect 1 on (B75535C9)].FWAbilityBeeingFemale.OnMagicEffectApply() - "FWAbilityBeeingFemale.psc" Line 1660 [05/14/2019 - 01:07:48AM] IP: 0 Instruction: 0 Line: 1660 [05/14/2019 - 01:07:48AM] [akCaster]: [Actor < (00000014)>] [05/14/2019 - 01:07:48AM] [akEffect]: [MagicEffect < (E6000D65)>] [05/14/2019 - 01:07:48AM] [::temp453]: False [05/14/2019 - 01:07:48AM] [::temp454]: None [05/14/2019 - 01:07:48AM] [::NoneVar]: None I added same spamguard in own fork of Banemasters patch 6+ months ago and tested it on several gameplays. Spamguard wich added in v11 only reducing chance for dumping stacks. On some point in trying to reduce chance of stacks I found BF magic effects was added on summoned creatures then I added in BF esp extra conditions to prevent BF activity on unwanted npcs. Extra conditions also will reduce papyrus loading by BF script-effects and they noticeable reduced it for me. Made patch with two main BF script-abilities with extra conditions. Maybe kind of extra conditions for other effects also will be good for reduce loading to papyrus. esp in attached archive for those who need it. The esp can be merged in main BF patch with xEdit or merged to bashed patch. upd: from here upd:2nd from here Beeing Female extra conditions.zip 4
Slorm Posted May 29, 2019 Posted May 29, 2019 Noticed a minor cosmetic bug in patch v12b during menstruation with Bathing in Skyrim using Monoman's Tweaks https://www.loverslab.com/topic/107720-monomans-mod-tweaks/ which uses Slavetats to show dirt. When the blood is showing the dirt is much lighter (or perhaps more transparent). You can see the effect briefly if the pc bathes as the blood is removed first and the dirt darkens very briefly before also being removed. Very minor so not worth spending any real time on fixing unless it's easy
Asertyp Posted May 29, 2019 Posted May 29, 2019 5 hours ago, Tkc said: Made patch with two main BF script-abilities with extra conditions. Maybe kind of extra conditions for other effects also will be good for reduce loading to papyrus. esp in attached archive for those who need it. It may be worth adding some of these conditions also for: _BFCloakApplying "CloakApplying" [MGEF:02001D9B] (I think it will further reduce the script load) Need testing... 1
Tkc Posted May 30, 2019 Posted May 30, 2019 9 hours ago, Asertyp said: It may be worth adding some of these conditions also for: _BFCloakApplying "CloakApplying" [MGEF:02001D9B] (I think it will further reduce the script load) Need testing... There is already some conditions and new I think also can be safely added and it will prevent BF even from any trying to apply BF effects to unwanted npcs. I noticed BFeffects on summoned and even didt think about to prevent even attemps to apply BFeffects to unwanted npcs. Maybe also have a sense to add InInCombat==0 condition to _BFCloakApplying for prevent from attempts to apply effects in combat when papyrus loading is raised by other scripts and apply BEeffects only not in combat when papyrus loading is lower. (Maybe even would be good to prevent cloak on player by cloak ability when player is in combat and many scripts is working like already prevented cloak when some quests and brawls running) Updated in previous post attached file with extra conditions with added conditions to _BFCloakApplying for those who need to test it. Maybe some of conditions will be need to remove later(for example there is IsUnique==1 condition).
mangalo Posted May 30, 2019 Posted May 30, 2019 Could your patch be merged with the main one ? I tried v12b recently and it's so much more reliable (good job to all contributors), but the more fixes the better
Asertyp Posted May 30, 2019 Posted May 30, 2019 12 hours ago, Tkc said: There is already some conditions and new I think also can be safely added and it will prevent BF even from any trying to apply BF effects to unwanted npcs. I noticed BFeffects on summoned and even didt think about to prevent even attemps to apply BFeffects to unwanted npcs. Maybe also have a sense to add InInCombat==0 condition to _BFCloakApplying for prevent from attempts to apply effects in combat when papyrus loading is raised by other scripts and apply BEeffects only not in combat when papyrus loading is lower. (Maybe even would be good to prevent cloak on player by cloak ability when player is in combat and many scripts is working like already prevented cloak when some quests and brawls running) Updated in previous post attached file with extra conditions with added conditions to _BFCloakApplying for those who need to test it. Maybe some of conditions will be need to remove later(for example there is IsUnique==1 condition). I tested patch a bit... It seems that if I patch only "_BFCloak*" effects then nothing changes.. For example, creatures still get "Being (fe)male" spells and effects. If I use patch completely, then "_BFAbilityEffectBeeingFemale [MGEF:0200182F]" don't added, but "_BFAbilityBeeingFemale [SPEL:02001DA4]" cyclically added, then removed from unwanted actors. I looked into script "FWPlayerAlias"... 1. Looks like "CloakAbility" (cloak spells) is not used ("ScanCellNPCs(PlayerRef, 2048.0)" used instead). (It seems I vainly suggested adding conditions in Cloak effect) 2. With a patch for extra conditions "Function ProcessActor()" will do: "AddSpell(BeeingFemaleSpell)" in 1st cycle, (but it does not apply magic effect due to conditions in ESM) and then "RemoveSpell(BeeingFemaleSpell)" in 2nd cycle, (because no magic effect) and so will be repeated (on unwanted actors). Spoiler Function ProcessActor(Actor akTarget) If !akTarget.Is3DLoaded() Return EndIf ;If akTarget.GetFormID() < 4278190080;Exclude Temporary References (FormID > 0xFF000000) If akTarget.HasSpell(BeeingFemaleSpell) if !akTarget.HasMagicEffect(BeeingFemaleSpell.GetNthEffectMagicEffect(0)) ;Debug.Trace("BF: " + sName + " has Female Spell but not the Effect - removed") akTarget.RemoveSpell(BeeingFemaleSpell) ;Utility.WaitMenuMode(0.5) endif Return endif if akTarget.HasSpell(BeeingMaleSpell) if !akTarget.HasMagicEffect(BeeingMaleSpell.GetNthEffectMagicEffect(0)) ;Debug.Trace("BF: " + sName + " has Male Spell but not the Effect - removed") akTarget.RemoveSpell(BeeingMaleSpell) ;Utility.WaitMenuMode(0.5) endif Return endif If ValidateActor(akTarget) If System.IsValidateMaleActor(akTarget) > 0;(akTarget.GetLeveledActorBase().GetSex() == 0) if akTarget.HasSpell(BeeingMaleSpell)==false ;Debug.Trace("BF: "+ sName + " is male - Add BeeingMaleSpell") akTarget.AddSpell(BeeingMaleSpell) endif ElseIf (akTarget.GetLeveledActorBase().IsUnique()) if akTarget.HasSpell(BeeingFemaleSpell)==false && System.IsValidateFemaleActor(akTarget) > 0 ;Debug.Trace("BF: " + sName + " is female unique - Add BeeingFemaleSpell") akTarget.AddSpell(BeeingFemaleSpell) endif ElseIf BeeingNUFemaleSpell if akTarget.HasSpell(BeeingNUFemaleSpell)==false ;Debug.Trace("BF: " + sName + " is female non-unique - Add BeeingNUFemaleSpell") akTarget.AddSpell(BeeingNUFemaleSpell) endif EndIf Endif ;EndIf Utility.WaitMenuMode(0.5) ;Throttle Process EndFunction I think for correct optimization you need to edit script... Just editing ESM is not enough. P.S. By the way for non-unique female-actors another spell/effect is used (with simplified script).
Tkc Posted May 31, 2019 Posted May 31, 2019 17 hours ago, Asertyp said: I tested patch a bit... It seems that if I patch only "_BFCloak*" effects then nothing changes.. For example, creatures still get "Being (fe)male" spells and effects. If I use patch completely, then "_BFAbilityEffectBeeingFemale [MGEF:0200182F]" don't added, but "_BFAbilityBeeingFemale [SPEL:02001DA4]" cyclically added, then removed from unwanted actors. I looked into script "FWPlayerAlias"... 1. Looks like "CloakAbility" (cloak spells) is not used ("ScanCellNPCs(PlayerRef, 2048.0)" used instead). (It seems I vainly suggested adding conditions in Cloak effect) 2. With a patch for extra conditions "Function ProcessActor()" will do: "AddSpell(BeeingFemaleSpell)" in 1st cycle, (but it does not apply magic effect due to conditions in ESM) and then "RemoveSpell(BeeingFemaleSpell)" in 2nd cycle, (because no magic effect) and so will be repeated (on unwanted actors). Reveal hidden contents Function ProcessActor(Actor akTarget) If !akTarget.Is3DLoaded() Return EndIf ;If akTarget.GetFormID() < 4278190080;Exclude Temporary References (FormID > 0xFF000000) If akTarget.HasSpell(BeeingFemaleSpell) if !akTarget.HasMagicEffect(BeeingFemaleSpell.GetNthEffectMagicEffect(0)) ;Debug.Trace("BF: " + sName + " has Female Spell but not the Effect - removed") akTarget.RemoveSpell(BeeingFemaleSpell) ;Utility.WaitMenuMode(0.5) endif Return endif if akTarget.HasSpell(BeeingMaleSpell) if !akTarget.HasMagicEffect(BeeingMaleSpell.GetNthEffectMagicEffect(0)) ;Debug.Trace("BF: " + sName + " has Male Spell but not the Effect - removed") akTarget.RemoveSpell(BeeingMaleSpell) ;Utility.WaitMenuMode(0.5) endif Return endif If ValidateActor(akTarget) If System.IsValidateMaleActor(akTarget) > 0;(akTarget.GetLeveledActorBase().GetSex() == 0) if akTarget.HasSpell(BeeingMaleSpell)==false ;Debug.Trace("BF: "+ sName + " is male - Add BeeingMaleSpell") akTarget.AddSpell(BeeingMaleSpell) endif ElseIf (akTarget.GetLeveledActorBase().IsUnique()) if akTarget.HasSpell(BeeingFemaleSpell)==false && System.IsValidateFemaleActor(akTarget) > 0 ;Debug.Trace("BF: " + sName + " is female unique - Add BeeingFemaleSpell") akTarget.AddSpell(BeeingFemaleSpell) endif ElseIf BeeingNUFemaleSpell if akTarget.HasSpell(BeeingNUFemaleSpell)==false ;Debug.Trace("BF: " + sName + " is female non-unique - Add BeeingNUFemaleSpell") akTarget.AddSpell(BeeingNUFemaleSpell) endif EndIf Endif ;EndIf Utility.WaitMenuMode(0.5) ;Throttle Process EndFunction I think for correct optimization you need to edit script... Just editing ESM is not enough. P.S. By the way for non-unique female-actors another spell/effect is used (with simplified script). Yeah. FWPlayerAlias then will continue periodically removing BF spell from them but they still be with not attached script-BFeffects and papyrus loading still will be lower. Maybe then instead of ScanCellNPCs function can be added and used ScanQuest with aliases and added conditions for them to fill this aliases only with wanted npcs and all unwanted will be excluded outside of script. For example how it realised can be checked in reworked CreatureFramework mod from Defeatfixed. In case with ScanQuest with conditions for aliases list of npcs will be smaller and script will process it faster. All conditions in script like 3Dloaded, HasMagiceffect, all checks from ValidateActor function can be commented if will be used in scanquest aliases and first can be processed nearest npcs. I made same rework of cell scanning in Worlds dawn mod and it game become more stable after this but before also was scancell function and several checks wich was removed. Something kind of. (I can try to make it for BF but before any kind of changes need to get stable v12 of the patch.)
Tkc Posted May 31, 2019 Posted May 31, 2019 21 hours ago, Asertyp said: P.S. By the way for non-unique female-actors another spell/effect is used (with simplified script). For BeeingNUFemale effect didnt added any extra conditions. But here also have a sense to add some like IsCommandedActor==0 PS. When was checking FWPlayerAlias script found error in OnRaceSwitchComplete event in line 116. Attached script for Patchv12b with this fix and some code optimizations for faster work and smaller compilled script size like I made with most of scripts in own fork of the BF patch. Just extract Scripts folder over in BF patchv12b folder. I think the script can be simple used without clean save because it is still will work same and nothing new was added. Beeing Female V2.8.1 Patch V12b FWPlayerAlias fix (plus optimizations).7z 4
Tkc Posted May 31, 2019 Posted May 31, 2019 Updated extra conditions esp here with NUfemale effect and restored original names.
XarisZ Posted May 31, 2019 Posted May 31, 2019 Do i need to download both the esp and the scripts or their integraded on the esp?
Tkc Posted May 31, 2019 Posted May 31, 2019 1 hour ago, XarisZ said: Do i need to download both the esp and the scripts or their integraded on the esp? If you about esp and script from my posts the as described in each post that esp can be merged in bashed patch or merged to BF patch esp with xEdit or just activated and second archive with fixed script can be extracted over in BF patch folder. 1
helmutw Posted May 31, 2019 Posted May 31, 2019 so i just cheated pregnancy using mcm menu, to my surprise, the child spawned already big, i thought it would be baby 1st, you know, the baby that's held in mother's chest then after a while becoming big AND there's no lactation, no breastfeeding. while things like menstruation, ovulation, etc are nice things to have and idea of having children is alluring, my fetishes of lactation and childbirth aren't satisfied here. lactation is too hot to be missed.
Doc_Oc Posted June 1, 2019 Posted June 1, 2019 16 hours ago, helmutw said: so i just cheated pregnancy using mcm menu, to my surprise, the child spawned already big, i thought it would be baby 1st, you know, the baby that's held in mother's chest then after a while becoming big AND there's no lactation, no breastfeeding. while things like menstruation, ovulation, etc are nice things to have and idea of having children is alluring, my fetishes of lactation and childbirth aren't satisfied here. lactation is too hot to be missed. You'd have to install MME or another lactation mod. BF doesn't handle that part. After the child is born, you "replenish" for a few days and then the fertility cycle starts again. Basically, this mod focuses on the lower part of the female anatomy. The upper part is left alone (except for breast growth during pregnancy). That's how I understand it anyhow.
Slorm Posted June 1, 2019 Posted June 1, 2019 Spoiler On 5/29/2019 at 8:30 PM, Slorm said: Noticed a minor cosmetic bug in patch v12b during menstruation with Bathing in Skyrim using Monoman's Tweaks https://www.loverslab.com/topic/107720-monomans-mod-tweaks/ which uses Slavetats to show dirt. When the blood is showing the dirt is much lighter (or perhaps more transparent). You can see the effect briefly if the pc bathes as the blood is removed first and the dirt darkens very briefly before also being removed. Very minor so not worth spending any real time on fixing unless it's easy Sorry to self quote but there is a bit more to this issue than I first thought. Dirt doesn't appear at all on the pc until the game is saved and reloaded. I only noticed because BiS notified me I was dirty but my pc had no dirt showing Is there an easy way to revert the menstrual blood back to how v11 displayed it?
Bane Master Posted June 1, 2019 Posted June 1, 2019 I've been away for a few days and it seems a lot has happened in my absence! On 5/31/2019 at 9:56 AM, Tkc said: Looks like "CloakAbility" (cloak spells) is not used ("ScanCellNPCs(PlayerRef, 2048.0)" used instead). Yes - I deprecated the cloak quite a while ago for exactly the reasons you give. On 5/31/2019 at 9:58 AM, Tkc said: PS. When was checking FWPlayerAlias script found error in OnRaceSwitchComplete event in line 116. Attached script for Patchv12b with this fix and some code optimizations for faster work and smaller compilled script size Great - all fixes optimizations gratefully received! Are you happy for me to add to the patch and release as an update? On 5/31/2019 at 10:59 AM, Tkc said: Updated extra conditions esp here with NUfemale effect and restored original names. I'll take a look at at this and see if I can work out what to change in the patch as well if that's OK? 6 hours ago, Slorm said: Is there an easy way to revert the menstrual blood back to how v11 displayed it? Afraid I'm not sure how to fix this - asertyp provided those changes as I lack any skill with shaders etc. I do have a working set of code to replace them with Slavetats (without dependency) but sadly no artist is available to make the set of bleed tats we require to implement it. 2
Tkc Posted June 2, 2019 Posted June 2, 2019 8 hours ago, Bane Master said: Great - all fixes optimizations gratefully received! Are you happy for me to add to the patch and release as an update? Ofcourse it will be good to add. But about update: Spoiler I started to make script optimizations for BF patchv12b for myself as already made for v10 and all was working fine. I already posted here fixed and optimized FWPlayerAlias script. In current time already optimized FWSystem script but not posted because need first test it in own test game. I will be using optimized variants for myself in any case but it would be good if optimized variants will be included in the patch. Maybe for own using I will made even more agressive changes and will comment all debug code but here Im posting optimized scripts where is not removed but commented previous code wich was optimized code and marked it to easy find\check\restore any part of this. If need I will be posting here archive with optimized variants after tests of them in own game ofcourse. Atleast for main mostly used in game scripts optimization will be good for faster ingame work and reduce papyrus loading even if it is not panacea and only partially will make it faster. I also started fork of v12b where is trying to replace inscript miscutil.Scancells for NPC function with scan with Quest and move many conditions in quest aliases wich will additionally reduce papyrus loading from BF. I already made Quest with aliases and conditions and it is even kind of working but it will be tested and finished only after will be finished optimizations for scripts of v12b. 2
Bane Master Posted June 2, 2019 Posted June 2, 2019 1 hour ago, Tkc said: Ofcourse it will be good to add. But about update: The more optimisation and reduction in script the better - the patch has always been a community effort How would you like to do this? - should I add what you have already released now or do you want to wait and release a full update after you have tested FWSystem and scan by Quest changes?
Uncle64 Posted June 2, 2019 Posted June 2, 2019 Nice reading of fixes. Perhaps time to fire up Skyrim LE again? Have tried to convert the latest patch from Bane Master to SE but no avail, cant get it to work. All sorts of errors comes up and the mod dont work as it should. Did also try to add morphs but dont know how to do it. It may have to do that I use MO2, I did not try to install the mod it self in Skyrim Data folder, it may be that.
Tkc Posted June 2, 2019 Posted June 2, 2019 43 minutes ago, Bane Master said: How would you like to do this? - should I add what you have already released now or do you want to wait and release a full update after you have tested FWSystem and scan by Quest changes? Quest scan will take some time it is sure will be after optimizations because even I already have kind of working variant but it still working not as it need and need tests and tweaks for it. About scripts suppose it will be good to merge changes when atleast several scripts will be optimized. Most likely soon I will optimize and test also main FWAbilityBeeingMale and FWAbilityBeeingFemale scripts and will post here archive. Maybe then will be enough of changes for update. About extra conditions esp. I saw in FWSystem in ActorValidate functions checks for ActorTypeCreature but in extra conditions also added HasKeyword "ActorTypeCreature" == 0 . I dont know if FWAbilityBeeingMale or FWAbilityBeeingFemale effects is adding also on creatures and if so then this condition can be removed.
Bane Master Posted June 2, 2019 Posted June 2, 2019 1 hour ago, Tkc said: it will be good to merge changes when atleast several scripts will be optimized 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.
helmutw Posted June 2, 2019 Posted June 2, 2019 On 6/1/2019 at 11:04 PM, Doc_Oc said: You'd have to install MME or another lactation mod. BF doesn't handle that part. After the child is born, you "replenish" for a few days and then the fertility cycle starts again. Basically, this mod focuses on the lower part of the female anatomy. The upper part is left alone (except for breast growth during pregnancy). That's how I understand it anyhow. 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.
Slorm Posted June 2, 2019 Posted June 2, 2019 21 hours ago, Bane Master said: Afraid I'm not sure how to fix this - asertyp provided those changes as I lack any skill with shaders etc. I do have a working set of code to replace them with Slavetats (without dependency) but sadly no artist is available to make the set of bleed tats we require to implement it. 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
thanh long 32 Posted June 3, 2019 Posted June 3, 2019 help, I have sex with my wife many times but I dont have the message that I came inside her. or any message around at all. can any one help me please?
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