Uncle64 Posted May 11, 2020 Posted May 11, 2020 36 minutes ago, gullu said: I don't think that ever worked or was actually implemented to begin with. At least with the spell on NPCs. The info tab in the MCM however should display recent partners for a male char. @chopit That should work. And was implemented, but you have no cheats as male. And there is some stuff that dont work as it should when playing as male, but the basics should work. Since if I recall it correct that Milz did not know how to fix it. But I have noticed when I have tried to get the patches work in the SE version that it dont work if you use some of the scripts that comes from them. You need to disable couple of them, not sure what is done in them, and I cant for some moronic reason compile whit MO2.
kryat Posted May 12, 2020 Posted May 12, 2020 I'm trying to write a script that adds a chance of getting pregnant when a female player absorbs a dragon soul. I would appreciate some help because I've never really worked with papyrus before. Here's what I have currently: Spoiler scriptName DragonSoulImpregnation extends MQKillDragonScript {Adds dragon sperm to female players when they absorb a dragon soul} function DeathSequence(Actor dragonRef) if dragonRef.IsInFaction(NoDragonAbsorb) return endif if (GetPCIsSex female) GetPlayer().SendModEvent("BeeingFemale", "AddSperm", dragonRef.getFormID()) endif parent.DeathSequence(dragonRef) EndFunction It seems to compile in CreationKit, but from what I understand I need to attach the script to something for it to actually work?
Mousewatcher Posted May 12, 2020 Posted May 12, 2020 i guess my problem isnt common enough for anyone to know what's going on? is there some special version of racemenu you guys are running or something?
Uncle64 Posted May 13, 2020 Posted May 13, 2020 3 hours ago, Mousewatcher said: i guess my problem isnt common enough for anyone to know what's going on? is there some special version of racemenu you guys are running or something? Ehh what? No all uses the same, what is your issue?
Urajiku Posted May 20, 2020 Posted May 20, 2020 Scaling belly not work I use CBBE TBBP body If clothes from "Remodeled armor" are on, then the belly is displayed If the character is naked, then the belly is not displayed Please help me solve this problem
Bloodhhunter666 Posted May 21, 2020 Posted May 21, 2020 On 5/20/2020 at 11:02 AM, Urajiku said: Scaling belly not work I use CBBE TBBP body If clothes from "Remodeled armor" are on, then the belly is displayed If the character is naked, then the belly is not displayed Please help me solve this problem If you use the file from "https://www.nexusmods.com/skyrim/mods/54044/", the file does not support Belly. Try the following file from Nexus "https://www.nexusmods.com/skyrim/mods/59416?tab=files" and there the file "Bounce and Jiggles 8.0 BM2 Exaggerated TBBP_Belly", maybe it will work. I don't know if it works because I'm using UUNP myself. Note: I experimented a bit with CBBE and found that the TBBP-MOD for CBBE (stomach) does not work, with COSIO-MOD "https://www.loverslab.com/files/file/1829-clams-of-skyrim-project-inni-outie-hdt-vagina/" there is no problem.
ivanoff Posted June 3, 2020 Posted June 3, 2020 Sorry to be so dumb. I have a Player who is CBBE curvy body. On the belly sliders it has a "pregnant slider" It was exported into my game with the slider set a 0 percent and I clicked on build morphs. Does this mod use the slider as the pregnancy goes on? The only reason I ask is because I picked an alternate start where the player was suppose to be pregnant but she didn't show and when I check the menu for the mod, it said that she wasn't pregnant. Thanks
Swe-DivX Posted June 3, 2020 Posted June 3, 2020 7 hours ago, ivanoff said: Sorry to be so dumb. I have a Player who is CBBE curvy body. On the belly sliders it has a "pregnant slider" It was exported into my game with the slider set a 0 percent and I clicked on build morphs. Does this mod use the slider as the pregnancy goes on? The only reason I ask is because I picked an alternate start where the player was suppose to be pregnant but she didn't show and when I check the menu for the mod, it said that she wasn't pregnant. Thanks Pregnancy mod? The body itself dont tell if your character is pregnant. Have you tested to wait 1h ingame?
ivanoff Posted June 3, 2020 Posted June 3, 2020 The Beeing Female has a MCM setting that tells you if the player is pregnant. I forgot where it is located, but I checked it but I did not wait one hour. I will try that next.
Uncle64 Posted June 3, 2020 Posted June 3, 2020 Default for the mod is button 8 there you can check your self.
ShenGo Posted June 5, 2020 Posted June 5, 2020 Okay, weird problem. I uninstalled via the MCM, saved my game, and disabled the mod via Mod Organizer. Now, I am fully prepared for the possibility of doing so leaving my save buggy, and will just keep this mod if it does. But what I was NOT prepared for was doing so causing SOS to fail to load most of my Schlongs, then refuse to let me target anything to Schlongify except a dead bear... SOS said something about the skse file not matching the save, but the skse and the ess files both have identical created/modified dates, and this happens whether I remove orphaned scripts or not. Why would removing BeeingFemale break SOS? Edit: If save after all that grief, it doesn't save it with an skse file at all, and the save is corrupted when attempting to load it. So... Why is there an uninstall option? Will it REMAIN uninstalled in my current game, allowing me to attempt to try a different mod without conflict or broken saves if I KEEP it installed in MO? The overlays still pop up on the screen when I load my save, leading me to believe its still semi active, so is trying a different pregnancy mod impossible without a fresh game? New edit: When I uninstall in the MCM, save and quit, and DON'T uninstall from Mod Organizer, the mod reactivates when I load that save. So yeah. I guess I'm stuck with it...
hwybee4996 Posted June 5, 2020 Posted June 5, 2020 Does any body got the update for SE build 2.0.17 (runtime 1.5.97)
Uncle64 Posted June 6, 2020 Posted June 6, 2020 9 hours ago, hwybee4996 said: Does any body got the update for SE build 2.0.17 (runtime 1.5.97) You find that in the tread for Beeing Female SE.
VonHelton Posted June 21, 2020 Posted June 21, 2020 Does being female add the pregnant belly, or is it already on the female mesh? It looks like an inflatable balloon, and straps, strings & some cloth shows UNDER the belly.......Very immersion breaking for me. Am I the only one that noticed the belly was not attached?
Uncle64 Posted June 21, 2020 Posted June 21, 2020 6 hours ago, VonHelton said: Does being female add the pregnant belly, or is it already on the female mesh? It looks like an inflatable balloon, and straps, strings & some cloth shows UNDER the belly.......Very immersion breaking for me. Am I the only one that noticed the belly was not attached? If your clothes is not correct you may have done something wrong when you did run Bodyslide and so on.
Xarius Posted June 24, 2020 Posted June 24, 2020 I've been playing around with this mod for a while and overall it's great. But I noticed that on some cycles actors would sit at 5% conception chance throughout the entire cycle. After digging into it, I found that only a single random roll is thrown at the start of the cycle. If that comes back negative, an actor can fuck all of Skyrim and not get pregnant. And if that one roll at the start of the cycle came back positive, that same actor would be guaranteed to get pregnant from a small dribble from a single partner. This isn't to my taste, so I changed it. I figured others might want it this way too, so I'm sharing it here. I also expanded the RaceSpecific values to add a little bit of diversity. Creature races are now fully implemented with sperm volume, duration, refactory period, and can influence the total number of children. I've playtested it a bit and it all seems to be working. It should be safe to freely drop in and out of your game since it's really just changing math with nothing added or removed that's part of a save. Requirements: Patch 14D found in this thread and all of it's requirements Install: Just use MO2 and add it below the patch then adjust the two MCM sliders MCM Sliders: Conception chance is now global. Value around 25-35 is probably good. Sperm volume modifier has replaced follower conception chance. The formula is shown. Total volume below this value will impose a penalty on impregnation roll; values above will instead act as a bonus. A value around 2.5-3.5 is probably good. Sperm amounts now range from around 0.7 for humanoids to 2.0+ for large creatures. tl;dr Changelog - Actors can always become pregnant instead of a single random roll at the start of the cycle. - Impregnation rolls happen during the latter part of ovulation and the start of luteal (this is unchanged, just adding here for clarity). System message on this function call can be seen by selecting to show ALL messages. - Adjust impregnation check to account for real-time fertility value and sperm volume. Racial AddOn modifiers for numBabies taken into account from both mother and father. - Expanded humanoid race AddOn and added data for Creature AddOn - Bugfixes Full Changelog Spoiler v1.1 Accidentally left my custom race in the race AddOn, removed v1.0 FWAddOnManager - getActorContraceptionDuration: is now a multiplier instead of being treated as both a multi and absolute value - PregnancyChanceActorScale: Now calls the right function and not PMS - ActorMaleRecoveryScale: Allow smaller values FWController - ActiveSpermImpregnationTimed: adjust impregnation check to account for real-time fertility value and sperm volume. Racial AddOn modifiers for numBabies taken into account from both mother and father - Redirect other impreg functions to call the above one only - getRelativePregnancyChance: includes MCM conception chance and also racial modifier - GetVirility: fixed math FWSystem - MaxContraception: changed fromn 98 to 80 - calculateNumChildren: fixed math to handle AddOn values properly - canBecomePregnant: is always true FWSystemConfig - Adjust display on one re-purposed slider - Sliders changed to be able to go to 1 that were stuck at 2 (and 0 for male virility, now it works like the text says it does). Changing cycle duration to 1 may or may not break things, untested. STRINGS - Edits for mod and a bunch of spelling/grammar/consistency fixes Race & Creature AddOns - Values based on FillHerUp so they match up. Immersion, etc. - Expanded humanoid races - Added Creatures If that sounds like fun, try it out and let me know how it works. BeeingFemale XMod v1.1.7z 6
Mousewatcher Posted June 24, 2020 Posted June 24, 2020 On 5/12/2020 at 9:46 PM, Uncle64 said: Ehh what? No all uses the same, what is your issue? well i explained the page before (with pictures), but the long short of it is that the body slid sliders cause all the females to display CRAZY graphics glitches. if i revert to an earlier racemenu, the glitches go away, but that's because the body sliders stop working.
Slorm Posted July 3, 2020 Posted July 3, 2020 1 hour ago, raindragon456 said: Mod bug screen how to fix Known bug which is a pain in the arse. Restart or reload your game which usually gets rid of it (I'm assuming you have couples turned off in the MCM)
raindragon456 Posted July 3, 2020 Posted July 3, 2020 On 6/24/2020 at 8:21 PM, Xarius said: I've been playing around with this mod for a while and overall it's great. But I noticed that on some cycles actors would sit at 5% conception chance throughout the entire cycle. After digging into it, I found that only a single random roll is thrown at the start of the cycle. If that comes back negative, an actor can fuck all of Skyrim and not get pregnant. And if that one roll at the start of the cycle came back positive, that same actor would be guaranteed to get pregnant from a small dribble from a single partner. This isn't to my taste, so I changed it. I figured others might want it this way too, so I'm sharing it here. I also expanded the RaceSpecific values to add a little bit of diversity. Creature races are now fully implemented with sperm volume, duration, refactory period, and can influence the total number of children. I've playtested it a bit and it all seems to be working. It should be safe to freely drop in and out of your game since it's really just changing math with nothing added or removed that's part of a save. Requirements: Patch 14D found in this thread and all of it's requirements Install: Just use MO2 and add it below the patch then adjust the two MCM sliders MCM Sliders: Conception chance is now global. Value around 25-35 is probably good. Sperm volume modifier has replaced follower conception chance. The formula is shown. Total volume below this value will impose a penalty on impregnation roll; values above will instead act as a bonus. A value around 2.5-3.5 is probably good. Sperm amounts now range from around 0.7 for humanoids to 2.0+ for large creatures. tl;dr Changelog - Actors can always become pregnant instead of a single random roll at the start of the cycle. - Impregnation rolls happen during the latter part of ovulation and the start of luteal (this is unchanged, just adding here for clarity). System message on this function call can be seen by selecting to show ALL messages. - Adjust impregnation check to account for real-time fertility value and sperm volume. Racial AddOn modifiers for numBabies taken into account from both mother and father. - Expanded humanoid race AddOn and added data for Creature AddOn - Bugfixes Full Changelog Reveal hidden contents v1.1 Accidentally left my custom race in the race AddOn, removed v1.0 FWAddOnManager - getActorContraceptionDuration: is now a multiplier instead of being treated as both a multi and absolute value - PregnancyChanceActorScale: Now calls the right function and not PMS - ActorMaleRecoveryScale: Allow smaller values FWController - ActiveSpermImpregnationTimed: adjust impregnation check to account for real-time fertility value and sperm volume. Racial AddOn modifiers for numBabies taken into account from both mother and father - Redirect other impreg functions to call the above one only - getRelativePregnancyChance: includes MCM conception chance and also racial modifier - GetVirility: fixed math FWSystem - MaxContraception: changed fromn 98 to 80 - calculateNumChildren: fixed math to handle AddOn values properly - canBecomePregnant: is always true FWSystemConfig - Adjust display on one re-purposed slider - Sliders changed to be able to go to 1 that were stuck at 2 (and 0 for male virility, now it works like the text says it does). Changing cycle duration to 1 may or may not break things, untested. STRINGS - Edits for mod and a bunch of spelling/grammar/consistency fixes Race & Creature AddOns - Values based on FillHerUp so they match up. Immersion, etc. - Expanded humanoid races - Added Creatures If that sounds like fun, try it out and let me know how it works. BeeingFemale XMod v1.1.7z 168.29 kB · 24 downloads Does this path fix the bug screen?
icecold951 Posted July 3, 2020 Posted July 3, 2020 I'm trying to find out if this is still working, there was things found to say it did work, for Skyrim VR. I've tried, getting the Papyrus VR and the other stuff. But the game only crashes.
Uncle64 Posted July 4, 2020 Posted July 4, 2020 10 hours ago, icecold951 said: I'm trying to find out if this is still working, there was things found to say it did work, for Skyrim VR. I've tried, getting the Papyrus VR and the other stuff. But the game only crashes. This mod dont work whit VR. Who ever have told you so?
icecold951 Posted July 4, 2020 Posted July 4, 2020 8 hours ago, Uncle64 said: This mod dont work whit VR. Who ever have told you so? A couple of hints somewhere in here. One said they were waiting for Papyrus VR, and that did come out.
w234aew Posted July 4, 2020 Posted July 4, 2020 13 minutes ago, icecold951 said: A couple of hints somewhere in here. One said they were waiting for Papyrus VR, and that did come out. Papyrus VR is only one of the requirements, and this mod is much more complex to port between versions. See BeeingFemale SE thread for examples, it needed to be updated every time a new SKSE version was created, eventually community had to make patches for it. I'd recommend looking into alternatives if you use VR.
icecold951 Posted July 4, 2020 Posted July 4, 2020 11 hours ago, Uncle64 said: This mod dont work whit VR. Who ever have told you so? post 5463 is where i found it, in this topic. But it is 2018
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