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Posted

ok, so the genesis of me doing this was that basically SLIF exceeded my patience and I just didn't like how much of a pain in the butt it was to get it doing what I wanted.  It is an excellent flexible tool for multiple mods and a range of different styles; however, I have one mod and I know exactly what I want it to do, so in the end it was way simpler to cut it out entirely because I don't really use 95% of what it's there for and make my own specific solution (and cut down on some needless script overhead too).  I roll with a custom bodyslide, I built in tris, all I need are some morphs and we're good to go.

 

So first thing to do here is probably to fiddle around in bodyslide and decide what you want those morphs to be.  the easiest way is to pick morphs your body doesn't use (and thus start at 0%), but it's not necessary.  Mine is this:

 

not preg: PregnancyBelly 0, DoubleMelon 0, BreastsSH 0
very preg:  PregnancyBelly 100, DoubleMelon 100, BreastsSH 50

 

obviously the nice thing about morphs is that you can make it as big and complicated as you want as long as you're willing to do a little math but this will make for a good proof of concept.

 

now since we are making our changes in the script we're basically going to ignore the UI part of it entirely: what we're going to do is just rewrite the NiOverride skeleton function so it ignores the skeleton parameters and just does the morph stuff.   this should be safe to do as long as you don't have a current savegame file with active NiOverride skeleton node transforms, in which case you will want to reset your data first because deleting the undoing parts of that as we're about to do will make them stuck like that.

 

so, open up FWAbilityBeeingFemale.psc from the Bane Master patch (this is the high priority one in the load order!) in your favorite text editor and find Function UpdateNodes2.  we're going to change it to this:

Function UpdateNodes2(Float afAddedBellySize, Float afAddedBreastSize)  ;patched for morphs by xmas
    If ActorRef;/!=none/;
        If System.cfg.BellyScale;/==true/;
            if(afAddedBellySize>0)  ;Patched by qotsafan was ->  if(afAddedBreastSize>0)
                NiOverride.SetBodyMorph(ActorRef, "PregnancyBelly", "BeeingFemale", afAddedBellySize)
                NiOverride.UpdateModelWeight(ActorRef)
            else
                NiOverride.ClearBodyMorph(ActorRef, "PregnancyBelly", "BeeingFemale")
                NiOverride.UpdateModelWeight(ActorRef)
            endif
        EndIf
        
        If System.cfg.BreastScale;/==true/;
            if(afAddedBreastSize>0)
                NiOverride.SetBodyMorph(ActorRef, "DoubleMelon", "BeeingFemale", afAddedBreastSize)
                NiOverride.SetBodyMorph(ActorRef, "BreastsSH", "BeeingFemale", afAddedBreastSize * 0.5)
                NiOverride.UpdateModelWeight(ActorRef)
            else
                NiOverride.ClearBodyMorph(ActorRef, "DoubleMelon", "BeeingFemale")
                NiOverride.ClearBodyMorph(ActorRef, "BreastsSH", "BeeingFemale")
                NiOverride.UpdateModelWeight(ActorRef)
            endif
        EndIf
        
    EndIf
EndFunction

not that this still respects the belly/breast scale toggles in MCM, so make sure those are still active.

at any rate, BF is going to send this function two size numbers ranging from 0.0 to 1.0.  your progression settings in MCM will determine how high they are at what stage of the pregnancy (i.e. immediate gets close to 1 very fast early in the term, realistic doesn't, etc etc) but 0.0 is always going to represent no change and 1.0 is going to represent the maximum change.  The nice thing is that passing 0.0 and 1.0 to NiOverride corresponds to 0% and 100% morph on a slider in Bodyslide respectively, so when we pick a 0 to 100 morph like PregnancyBelly, we don't have to do any extra math on the number at all.  Similarly, 0 to any other number is pretty simple -- we're only scaling BreastsSH from 0% to 50% so we just halve the value.  ezpz.  if you want to use different morphs, just use the same slider names in bodyslide.  make sure they are cleared when sent 0.

 

to get this to work, save the psc, recompile it in CK, and then have BF use the NiOverride skeletons.

 

or before that, while we're at it we could make a few other tweaks for stuff that bugs me!

Event OnEffectFinish(Actor akTarget, Actor akCaster)
    if bInitSpell;/==true/;
        ;ResetBelly()  xmas says say no to cell moving temp abortions
        onExitState()
    endif
    If ActorRef && ActorRef.HasSpell(System.BeeingFemaleSpell)
        ActorRef.RemoveSpell(System.BeeingFemaleSpell)
    EndIf
endEvent

I assume this is a check against old shape changing methods that could have possibly become permanent if they weren't explicitly cleared out on an effect finish or something?  But this is not a danger with setting morphs.  Also, this is what causes the super annoying bit where my preggo follower gets reset anytime I change zones and stays that way until it's her turn for the rolling update again.  No thank you!  comment that resetbelly out of there.

state Luteal_State
    function onUpdateFunction()
        if CurrentStatePercent < 65
            ; Check for Pregnancy
            ; Simulate FH Hormones
            Float rnd = Utility.RandomFloat(0,100)
            float chance = System.LutealImpregnationTime(CurrentStatePercent)
            if chance > rnd
                if System.Controller.ActiveSpermImpregnation(ActorRef);/==true/;
                    ; Actor is pregnant!
                    System.Manager.removeCME(ActorRef,3) ; PMS Effects
                    changeState(4)
                    return
                endif
            endIf
        endIf
        if CurrentStatePercent > 75
            ; Check for PMS
            ;if bHasPMS==false && System.Controller.canBecomePMS(ActorRef);/==true/;
            if bHasPMS ;Tkc (Loverslab): optimization
            else;if bHasPMS==false
                if System.Controller.canBecomePMS(ActorRef)
                    System.Message("Cast PMS for "+ActorRef.GetLeveledActorBase().GetName(), System.MSG_Debug )
                    System.Manager.castCME(ActorRef,3,System.cfg.PMSEffects)
                    bHasPMS=true
                endIf
            endIf
            
            ; Check for Tampons (disabled by xmas)
            ;if !isPlayer && ActorRef.GetItemCount(System.Tampon_Normal)<=2  ;***Edit by Bane
            ;if isPlayer ;Tkc (Loverslab): optimization
            ;else;if !isPlayer
                ;if ActorRef.GetItemCount(System.Tampon_Normal)<=2
                    ;ActorRef.AddItem(System.Tampon_Normal,6)
                ;endif
            ;endif
        endif
    endFunction


    
speaking of followers, sick of constantly clearing tampons out of inventories?  yeah, me too.  comment out that entire npc check at the end of onUpdateFunction() and stop the magic infinite supply at its source.

that's all there is for FWAbilityBeeingFemale.psc.  remember to save before you try to recompile it, or it won't do much.   and remember to modify the last one in the load order, i.e. the bane master patch!

 

I did say I had something for FWController.psc too so here's one last tweak.  I feel like it's useful to be able to force a morph update on a single NPC.  so I patched the NPC info spell/shout thing to send a belly event like so in function showRankedInfoBox:

        if target.GetLeveledActorBase().GetSex()==0
            ent = new string[5]
            ent[0]=2
            ent[1]=target.GetLeveledActorBase().GetName()
            ent[2]=Math.Floor(GetVirility(target)*100)
            ent[3]= FWUtility.getActorListNames(getFemalesWithSpermFrom(target, 20) , false)
            ent[4]= FWUtility.getActorListNames(getFemalesImpregnatedFrom(target, 5) , false)
        else
            System.Data.Update(target)
            target.SendModEvent("BeeingFemale", "Belly", 0)  ; xmas patch to force update
            Debug.Notification("Updating morphs for "+target.GetDisplayName()) ; optional inform
            if IsPregnant(target)==false
                Actor[] a = GetRelevantSpermActors(target, true);getMalesInWoman(target)
                ent = new string[9]
                ent[0]=0
                ent[1]=target.GetLeveledActorBase().GetName()
                ent[2]=GetFemaleState(target)
                ent[3]=Utility.GetCurrentGameTime() - GetStateEnterTime(target)
                ent[4]=System.getStateDuration(GetFemaleState(target), target) as int
                ent[5]=getContraception(target) as int
                ent[6]=GetContraceptionDuration(target)
                ent[7]=getRelativePregnancyChance(target)
                ent[8]=FWUtility.getActorListNames(a,false)
            else
                ent = new string[8]
                ent[0]=1
                ent[1]=target.GetLeveledActorBase().GetName()
                ent[2]=GetFemaleState(target)
                ent[3]=Utility.GetCurrentGameTime() - GetStateEnterTime(target)
                ent[4]=System.getStateDuration(GetFemaleState(target), target) as int
                ent[5]=GetNumBabys(target)
                ent[6]=GetBabyHealth(target) as int
                ent[7]=FWUtility.getActorListNames(getFathers(target, 8), true)
            endif
        endif

anyway, that is how I posted how I did it.

Posted
14 hours ago, xmas214 said:

anyway, that is how I posted how I did it.

Wow, very beginner friendly. :) Most of the CK pointers I already know, but it's very awesome of you to type this up in a way that assumes otherwise! XD I'm babysitting tonight, but I'll see if I can give this a shot tomorrow. Thank you!

 

Edit: Just finished reading through all the posts, sounds very doable. :) I'm guessing, since I don't use BF for NPCs and only my PC, the last bit of scripting can be safely omitted?

Posted
6 hours ago, ShenGo said:

I'm guessing, since I don't use BF for NPCs and only my PC, the last bit of scripting can be safely omitted?

yeah, none of the tweaks rely on the others.  you can pick and choose what changes to make.

Posted
59 minutes ago, xmas214 said:

yeah, none of the tweaks rely on the others.  you can pick and choose what changes to make.

Awesome, thank you very much! :)

  • 2 weeks later...
Posted

Hi guys i have a question.

Is there an option to make the child be the same race as the father in a 100% chance?, because sometimes my MC have khajit child or nord child (being the father khajit and the MC nord)

Thanks for your time.

Posted

 

Spoiler
On 11/29/2019 at 10:12 PM, xmas214 said:

ok, so the genesis of me doing this was that basically SLIF exceeded my patience and I just didn't like how much of a pain in the butt it was to get it doing what I wanted.  It is an excellent flexible tool for multiple mods and a range of different styles; however, I have one mod and I know exactly what I want it to do, so in the end it was way simpler to cut it out entirely because I don't really use 95% of what it's there for and make my own specific solution (and cut down on some needless script overhead too).  I roll with a custom bodyslide, I built in tris, all I need are some morphs and we're good to go.

 

So first thing to do here is probably to fiddle around in bodyslide and decide what you want those morphs to be.  the easiest way is to pick morphs your body doesn't use (and thus start at 0%), but it's not necessary.  Mine is this:

 

not preg: PregnancyBelly 0, DoubleMelon 0, BreastsSH 0
very preg:  PregnancyBelly 100, DoubleMelon 100, BreastsSH 50

 

obviously the nice thing about morphs is that you can make it as big and complicated as you want as long as you're willing to do a little math but this will make for a good proof of concept.

 

now since we are making our changes in the script we're basically going to ignore the UI part of it entirely: what we're going to do is just rewrite the NiOverride skeleton function so it ignores the skeleton parameters and just does the morph stuff.   this should be safe to do as long as you don't have a current savegame file with active NiOverride skeleton node transforms, in which case you will want to reset your data first because deleting the undoing parts of that as we're about to do will make them stuck like that.

 

so, open up FWAbilityBeeingFemale.psc from the Bane Master patch (this is the high priority one in the load order!) in your favorite text editor and find Function UpdateNodes2.  we're going to change it to this:



Function UpdateNodes2(Float afAddedBellySize, Float afAddedBreastSize)  ;patched for morphs by xmas
    If ActorRef;/!=none/;
        If System.cfg.BellyScale;/==true/;
            if(afAddedBellySize>0)  ;Patched by qotsafan was ->  if(afAddedBreastSize>0)
                NiOverride.SetBodyMorph(ActorRef, "PregnancyBelly", "BeeingFemale", afAddedBellySize)
                NiOverride.UpdateModelWeight(ActorRef)
            else
                NiOverride.ClearBodyMorph(ActorRef, "PregnancyBelly", "BeeingFemale")
                NiOverride.UpdateModelWeight(ActorRef)
            endif
        EndIf
        
        If System.cfg.BreastScale;/==true/;
            if(afAddedBreastSize>0)
                NiOverride.SetBodyMorph(ActorRef, "DoubleMelon", "BeeingFemale", afAddedBreastSize)
                NiOverride.SetBodyMorph(ActorRef, "BreastsSH", "BeeingFemale", afAddedBreastSize * 0.5)
                NiOverride.UpdateModelWeight(ActorRef)
            else
                NiOverride.ClearBodyMorph(ActorRef, "DoubleMelon", "BeeingFemale")
                NiOverride.ClearBodyMorph(ActorRef, "BreastsSH", "BeeingFemale")
                NiOverride.UpdateModelWeight(ActorRef)
            endif
        EndIf
        
    EndIf
EndFunction

not that this still respects the belly/breast scale toggles in MCM, so make sure those are still active.

at any rate, BF is going to send this function two size numbers ranging from 0.0 to 1.0.  your progression settings in MCM will determine how high they are at what stage of the pregnancy (i.e. immediate gets close to 1 very fast early in the term, realistic doesn't, etc etc) but 0.0 is always going to represent no change and 1.0 is going to represent the maximum change.  The nice thing is that passing 0.0 and 1.0 to NiOverride corresponds to 0% and 100% morph on a slider in Bodyslide respectively, so when we pick a 0 to 100 morph like PregnancyBelly, we don't have to do any extra math on the number at all.  Similarly, 0 to any other number is pretty simple -- we're only scaling BreastsSH from 0% to 50% so we just halve the value.  ezpz.  if you want to use different morphs, just use the same slider names in bodyslide.  make sure they are cleared when sent 0.

 

to get this to work, save the psc, recompile it in CK, and then have BF use the NiOverride skeletons.

 

or before that, while we're at it we could make a few other tweaks for stuff that bugs me!



Event OnEffectFinish(Actor akTarget, Actor akCaster)
    if bInitSpell;/==true/;
        ;ResetBelly()  xmas says say no to cell moving temp abortions
        onExitState()
    endif
    If ActorRef && ActorRef.HasSpell(System.BeeingFemaleSpell)
        ActorRef.RemoveSpell(System.BeeingFemaleSpell)
    EndIf
endEvent

I assume this is a check against old shape changing methods that could have possibly become permanent if they weren't explicitly cleared out on an effect finish or something?  But this is not a danger with setting morphs.  Also, this is what causes the super annoying bit where my preggo follower gets reset anytime I change zones and stays that way until it's her turn for the rolling update again.  No thank you!  comment that resetbelly out of there.



state Luteal_State
    function onUpdateFunction()
        if CurrentStatePercent < 65
            ; Check for Pregnancy
            ; Simulate FH Hormones
            Float rnd = Utility.RandomFloat(0,100)
            float chance = System.LutealImpregnationTime(CurrentStatePercent)
            if chance > rnd
                if System.Controller.ActiveSpermImpregnation(ActorRef);/==true/;
                    ; Actor is pregnant!
                    System.Manager.removeCME(ActorRef,3) ; PMS Effects
                    changeState(4)
                    return
                endif
            endIf
        endIf
        if CurrentStatePercent > 75
            ; Check for PMS
            ;if bHasPMS==false && System.Controller.canBecomePMS(ActorRef);/==true/;
            if bHasPMS ;Tkc (Loverslab): optimization
            else;if bHasPMS==false
                if System.Controller.canBecomePMS(ActorRef)
                    System.Message("Cast PMS for "+ActorRef.GetLeveledActorBase().GetName(), System.MSG_Debug )
                    System.Manager.castCME(ActorRef,3,System.cfg.PMSEffects)
                    bHasPMS=true
                endIf
            endIf
            
            ; Check for Tampons (disabled by xmas)
            ;if !isPlayer && ActorRef.GetItemCount(System.Tampon_Normal)<=2  ;***Edit by Bane
            ;if isPlayer ;Tkc (Loverslab): optimization
            ;else;if !isPlayer
                ;if ActorRef.GetItemCount(System.Tampon_Normal)<=2
                    ;ActorRef.AddItem(System.Tampon_Normal,6)
                ;endif
            ;endif
        endif
    endFunction


    
speaking of followers, sick of constantly clearing tampons out of inventories?  yeah, me too.  comment out that entire npc check at the end of onUpdateFunction() and stop the magic infinite supply at its source.

that's all there is for FWAbilityBeeingFemale.psc.  remember to save before you try to recompile it, or it won't do much.   and remember to modify the last one in the load order, i.e. the bane master patch!

 

I did say I had something for FWController.psc too so here's one last tweak.  I feel like it's useful to be able to force a morph update on a single NPC.  so I patched the NPC info spell/shout thing to send a belly event like so in function showRankedInfoBox:



        if target.GetLeveledActorBase().GetSex()==0
            ent = new string[5]
            ent[0]=2
            ent[1]=target.GetLeveledActorBase().GetName()
            ent[2]=Math.Floor(GetVirility(target)*100)
            ent[3]= FWUtility.getActorListNames(getFemalesWithSpermFrom(target, 20) , false)
            ent[4]= FWUtility.getActorListNames(getFemalesImpregnatedFrom(target, 5) , false)
        else
            System.Data.Update(target)
            target.SendModEvent("BeeingFemale", "Belly", 0)  ; xmas patch to force update
            Debug.Notification("Updating morphs for "+target.GetDisplayName()) ; optional inform
            if IsPregnant(target)==false
                Actor[] a = GetRelevantSpermActors(target, true);getMalesInWoman(target)
                ent = new string[9]
                ent[0]=0
                ent[1]=target.GetLeveledActorBase().GetName()
                ent[2]=GetFemaleState(target)
                ent[3]=Utility.GetCurrentGameTime() - GetStateEnterTime(target)
                ent[4]=System.getStateDuration(GetFemaleState(target), target) as int
                ent[5]=getContraception(target) as int
                ent[6]=GetContraceptionDuration(target)
                ent[7]=getRelativePregnancyChance(target)
                ent[8]=FWUtility.getActorListNames(a,false)
            else
                ent = new string[8]
                ent[0]=1
                ent[1]=target.GetLeveledActorBase().GetName()
                ent[2]=GetFemaleState(target)
                ent[3]=Utility.GetCurrentGameTime() - GetStateEnterTime(target)
                ent[4]=System.getStateDuration(GetFemaleState(target), target) as int
                ent[5]=GetNumBabys(target)
                ent[6]=GetBabyHealth(target) as int
                ent[7]=FWUtility.getActorListNames(getFathers(target, 8), true)
            endif
        endif

anyway, that is how I posted how I did it.

 

So, let's say CK is being stupid and can't find psc files in the scripts/source folder from SkyUI (namely SKI_WidgetBase.psc) no matter where I put them, Skyrim data folder or/and Mod Organizer. At which I then tried to extracting SkyUI BSA pex files into the data/scripts folder and it still wouldn't compile in CK.

 

How much of an ass will I make myself if I change the psc files using Notepad++ without using CK to compile scripts?

Posted
1 hour ago, LT Roarke said:

 

  Reveal hidden contents

 

So, let's say CK is being stupid and can't find psc files in the scripts/source folder from SkyUI (namely SKI_WidgetBase.psc) no matter where I put them, Skyrim data folder or/and Mod Organizer. At which I then tried to extracting SkyUI BSA pex files into the data/scripts folder and it still wouldn't compile in CK.

 

How much of an ass will I make myself if I change the psc files using Notepad++ without using CK to compile scripts?

until you successfully recompile any script changes to a psc skyrim will still be using the old unchanged pex, so nothing will happen.

 

if you grabbed from https://github.com/schlangster/skyui/tree/master/dist/Data/Scripts/Source like the thing says they're all unpacked already so the bsa shouldn't be an issue.  on MO if you hit the data tab on the middle right and you don't see SKI_WidgetBase.psc under scripts > source then for whatever reason it's in the wrong place.  if it's in the right place and CK still is having issues, not every error is a missing file error, so try clicking the "Failed" line in the top textarea of the compile dialog and checking the unhelpfully tiny bottom textarea to read the specific text of what it's complaining about for insights

 

unfortunately getting CK to work is a bit over my pay grade as whatever current form mine has taken has been via various patches and tweaks through the years and hell if I know what all got it to the point where it usually doesn't screw up.  I suggest consulting STEP and the usual suspects for things to try in that regard.

 

even so mine still screws up a lot though.  I have to force quit it to shut down every time and occasionally it replaces the first 10-15 lines of my psc files with an error message when I try to compile which is super annoying to rollback.

 

Posted

Thanks! I managed to tracked down the culprit (RaceMenu) since SKI_WidgetBase.psc is in the scripts/source folder for sure. Reading the text area under a failed compile of FWAbilityBeeingFemale helped since it keeps showing "Nioverride undefined variables" so I unpacked the BSA from RaceMenu and now it's working!

 

I hope it pulls thru now that I can compile. I don't know why CK asks me if SKI_WidgetBase is missing. Maybe it's just being difficult.

  • 4 weeks later...
Posted

is the separated orgasm patch posted on one of the threads a priority ..or is the main file updated with it ...cause i 'm facing couple issues and conflicts with other mods handling health for pc and npc ...??

Posted

Anyone know how to make this work for males?

 

I know it wouldn't make sense for a male to get preggo, but hey to each their own and it's a fantasy game, nothing about it is real. I'm sure there are a lot of others out there into male pregnancy as well. So please, I'm not interested in unhelpful or judgmental comments. 

 

Genuine help would be greatly appreciated.

 

There has to be some way to remove the gender check, but I've never done any script writing so I have no idea what I'm looking for in the scripts. 

 

Thanks in advance. 

Posted
16 minutes ago, KodeyReindeer said:

Anyone know how to make this work for males?

 

I know it wouldn't make sense for a male to get preggo, but hey to each their own and it's a fantasy game, nothing about it is real. I'm sure there are a lot of others out there into male pregnancy as well. So please, I'm not interested in unhelpful or judgmental comments. 

 

Genuine help would be greatly appreciated.

 

There has to be some way to remove the gender check, but I've never done any script writing so I have no idea what I'm looking for in the scripts. 

 

Thanks in advance. 

No the mod do not support that, sorry for that. And it will not be.

There was some talking about it for ages ago, but Milz refused because it is one mod that similates FEMALES.

Posted
2 minutes ago, Uncle64 said:

No the mod do not support that, sorry for that. And it will not be.

There was some talking about it for ages ago, but Milz refused because it is one mod that similates FEMALES.

Well that's dissapointing. I don't understand why modders are so against their mods working for male characters. If they don't want it in their mod they could at least let us know how to do it ourselves.

 

Guess I'll just have to go about it with trial and error fiddling with the scripts. I know it uses skyrim base gender system so I just need to figure out how to bypass that. And I will... Eventually. I was hoping to skip the mission of going through 1000s apon 1000s of script lines to figure it out. Especially when I don't know how to write scripts myself. But hey, I figured it out with estrus chaurus+, I'll figure this one out too. 

Posted
1 hour ago, Uncle64 said:

No the mod do not support that, sorry for that. And it will not be.

There was some talking about it for ages ago, but Milz refused because it is one mod that similates FEMALES.

It wouldn't make sense for him/her to refuse male compatibility when he/she posted this in his FAQs:

 

Q: Is the Sourcecode included?
A: Yes! Except the widgets and the native code, everything is included

Q: May I create an AddOn?
A: Sure! please create as many AddOns as you want and please, share them and don't be shy.

 

 

Posted
11 hours ago, Kodey Caribou said:

It wouldn't make sense for him/her to refuse male compatibility when he/she posted this in his FAQs:

 

Q: Is the Sourcecode included?
A: Yes! Except the widgets and the native code, everything is included

Q: May I create an AddOn?
A: Sure! please create as many AddOns as you want and please, share them and don't be shy.

 

 

I go for realism, so I wouldn't add that to my game but if that's what you want for your game. Go for it, no one said you can't have your own addon.

Posted

I'm using a custom race (Ningheim) and I can't get the belly node to work. Belly just stays flat when test with debugg mode or EC.

With the vanilla races everything works fine.

 

Edit: Just needed to replace the meshes from the custom race ~.~

Posted
9 hours ago, Zathuul said:

I go for realism, so I wouldn't add that to my game but if that's what you want for your game. Go for it, no one said you can't have your own addon.

 

Thanks. That's why I ask if anyone know what settings I'd need to change in the scripts. Because I dunno whats going on in there. With no programming background there's only so much I can wrap my head around before I start to realize I still don't understand a thing. ?

 

Trial and error has been my way, but the way he/she has written the code is confusing to me... Maybe someday I'll crack the case. ?

Posted

Does anyone know what i would need to edit to exclude certain NPcs from being scanned and given the Beeingfemale spell. Ive tried editing the ESM file and found that the BF_scan has values that determine was gets scanned and who doesnt, but it dididnt seem to work. What do i need to also edit so it can fully work?

Posted

My character was in her first trimester, almost second, when I suddenly got the alert "Ovulation added", I checked and the baby was nowhere to be found. She'd been in a scuffle a few in-game hours earlier but nothing major, child's health was around 90%. Why did that happen?

Posted

Well, I'm having a bit of an issue with the mod. when i started it up in a new game, it runs perfectly fine except.... It no longer has the anal cum chance and it also used to have the option to scale the number of children born from one to six, but now it only lets me scale to one, or choose the "default" which is 3 for maximum number of births. Anyone else have this issue? any advice on how to fix it would be appreciated. I've been trying to solve this bug for  a week now, including many new save.s

Posted

Will our children look like the ones in the basic game or can we make them look like the ones in the mods ? (ex : "The kids are alrgiht" or "Dolls- children Overhaul"...).

Posted
37 minutes ago, Mysticgirl said:

Will our children look like the ones in the basic game or can we make them look like the ones in the mods ? (ex : "The kids are alrgiht" or "Dolls- children Overhaul"...).

Only for RS children. If you dont have that installed the children will look like default Potatoe head.

You will find the links on the first page.

Posted

Question pls: Does the baby item grow to a child?

 

What I mean is,after some time has passed,the baby equippable becomes a normal child follower.

 

Is that possible?

Posted

I have some question:

 

- I have many mod use body CBBE but when i see installation guide, they have:

  • 7. Download and install DIMONIZED UNP female body
  • 8. Download and install the Belly Version "UNP TBBP.7z" HERE and overwrite your Dimonized UNP Body again (but you will still have the textures - and now you will have the Belly Node, too)

Can I use this mod with body CBBE? I don't need nice body from pregnancy but i like this mod's fuction.

 

- And this mod have work with female from follower mod? (I see this mod can't work with bandit or none-unique female)

 

 

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