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Posted

So, my PC became pregant, but with ZERO children.

 

I know pseudocyesis is a thing in real life, but is it actually a part of BeeingFemale? Or is this a bug?

 

attachicon.gifNoChildren.jpg

 

 

This can happen if you have Abortus checked and the baby is killed during a fight. You will still carry it for a bit before having the labor pains and push out air. 

 

I uncheck that box first thing, as it is almost impossible to go through the entire term without getting hurt, even with the Heal Unborn Baby from the add on. 

 

hope that helps.

Posted

So, my PC became pregant, but with ZERO children.

 

 

I've read it... I've thought about it... and I had to laught :) ....

The only Thing I could think about was: "Hopefully it won't be a Macintosh, and it will have a good graphic card" - I was a bit slow in thinking... or I've read to many Things about PCs

Anyways.... I realy don't know anymore, but I think it's a bug. In the early Beta (BeeingFemale 0.9x or something like that) it happend already and it will be fixed automaticly... the pregnancy will be removed soon, all I remember... I've never seen this bug anymore until now) ... But it could be possible that I developed the fake pregnancy Long time ago, can't remember

 

 

 

The father doesn't have to be unique, just the mother.  You can have babies with bandits all you want and it won't affect anything.

 

I've also never had any issue where the father was a unique NPC that died.  I had one game where Skjor knocked up Aela before he died, and Kodlak got my character pregnant before he died, and both children were born without issue.

 

I've never seen the father really be relevant to anything beyond the act of conception.

 

 

Well, the father can take care of the Kids...

You can order your children to run to the Father ..... but that's it :)

Posted

somehow i am still not sure if all this is working like it "should" or if something is broken here (but i was never sure.. not even months ago when i tried this out too)... but maybe someone else can check these cases too if similar stuff happenes with them.

 

i.e. some of my "problems, weirdnesses, or maybe bugs":

 

 

1. sperm amount doesnt influence pregnancy chance

 

if you have i.e. oral sex with a guy (when he is at 100% virility) and then vaginal sex after that (so he is at like 1-2% virility") in debug it shows a sperm amount of 0.01xxxx what is basically 1% (so far so good)... but... if you can get pregnant at that time (ovulation stage over 50+%) i always (!) seem to get pregnant pretty quickly with that tiny amount of 1% sperm.  it might take a few 2h-4h resting time fast forwards... but it seems it doesnt check how much sperm is in you just if sperm is in you.

as if it does a check like this:

if any sperm is longer in you than (sperm age setting i.e. 6h) then do a check on (chance to get pregnant %)-(contraception %). if check is successfull = pregnant (pick random sperm as father... well no idea how it actually works exactly)

 

and not:

check if sperm1 is longer in you than (sperm age setting i.e. 6h) if yes do a check on ((chance to get pregnant %)-(contraception %))*spermamount (i.e. 0.01). when it fails then it checks the next sperm

check if sperm2 is longer in you than (sperm age setting i.e. 6h) if yes do a check on ((chance to get pregnant %)-(contraception %))*spermamount (i.e. 0.58). when it fails then it checks the next sperm... if all sperm fail then check again next cycle/hour/timer/whenever it does these checks. (probably on these update thingys it does up left in the messages when you have "all" set as message options.)

 

 

2. sperm in you doesnt die over time.

 

a sperm amont of 0.01 is the whole time 0.01, or sperm amount of 0.95 is always 0.95.

(i think swimming does lower it by itsself a low amount "over time swimming"... well sometimes i notice that it lowers the amounts by a low amount for quite a while... some other times it just quickly removes everything... but swimming is a weird case anyways in combo with that default "2% in water thingy setting")

could be relatively "easy" to fix maybe... if first on every hourly timerupdate check the script does (the stuff up left in the messages), it lowers all sperm in the people it checks by ... well some % chance depending how long it is in the person... i.e. (when the max sperm time is 48h) 0h = 0%, at 24h half of the spermamount would be lowered and the closer it gets to 48h the less amount is still there (= it disappears anyways normally then at the max timer right now, then it could just runn out of sperm amount on its own... there could even be a random % variance that could be set in the men menu similar to the cycle irregularity that gives sperm a random +/- x% timer variance (i.e. at 50% created sperm would randomly get a life timer from 24h-72h)

 

 

3. wash out fluid doesnt lower sperm amount /does nothing.

 

so my character had sperm from 4 guys inside, timers are something like 11h 7h 2h 1h inside and amounts as you can see in the picture are 90% 100% 60% and 89%.

made a savegame and now i changed the "guaranteed save washout zone stuff thingy setting for potions" to 0%

and then i drank a bunch of washout potions...

75% over 1sec no changes in anything. i.e. the sperm amount didnt lower as some should be as it gets... well... washed out.  i.e. 0-75% or so when you use the potion.

75% over 1sec no changes

100% over 1sec still nothing

100% over 1sec nope

then i reload the save and changed the "guaranteed save washout zone stuff thingy setting for potions" to 50%

then drank the potions again... and yep as advertised there is a i.e. 50% chance to remove each sperm completely (!) when you drink a potion... but nothing about the potion magnetude (75%/100%) and spermamounts did anything like before.

also sperm that is longer than 6h (default sperm age setting) inside can be washed out with the "guaranteed save washout zone stuff thingy setting for potions".

 

so if this is actually broken in some way (and yea i know the whole washout mechanic is a relic of the previous mod this is based on, but still it could be looked at and "fixed", "changed", "experimented with", "improved", "something") here some ideas for it:

-washout potion a lowers the spermamount of each sperm by a random amount 0-50% (the cheap wine one?)

-washout potion b lowers the spermamount of each sperm by a random amount 0-75% (the stronger alto one?)

-washout potion c lowers the spermamount of each sperm by a random amount 0-100% (the skooma one? maybe a chance of 25%?50%? to get skooma effects (skooma potion equipped/used on player) when used?)

-sperm that is inside a short time (=lower than the sperm age setting) gets a +25% chance added to whatever is rolled.

-sperm that is inside a long time (=higher than the sperm age setting) gets a -25% chance added to whatever is rolled.

-the potion % numbers would be balanced depending on how the other stuff works ... i.e. case nr1 if sperm amount influences pregnancy chance, nr2 if sperm will die over time, and nr4 below how much amount gets crated on orgasm. so could be higher in the end (25-50, 50-75, 75-100) or lower (0-25, 0-50, 0-75)

 

 

4. sperm/virillity/amount... all or nothing (mostly)

 

as guys are "mostly" either at virillity 100% or at 0% (had sex recently), the first sex they have always creates "all" and all others " pretty much nothing" as sperm amount. well right now it doesnt seem to do much as sperm amount doesnt seem to do anything anyways (see nr1 above).

 

but how about changing it a bit around so guys dont always shoot out everything? i.e. maybe just something like 25-50% (that could be set in the menu) at each orgasm? so to completely drain all virillity it would take 2-4 orgasms?

 

in addition if you would include things like:

-the "new multiple orgasm" function of sexlab 1.60 (maybe guys cum more than once and create not "just" the sperm at the last stage)

-the penis size of SoS

-the arousal of the characters involved from sexlab aroused/aroused redux

the amount could be based on these values too like:

 

if a guy orgasms every males virility lowers and creates sperm with that amount based on values added up like:

10-20% by default.

0-10% (or 1-20%) from the penis size (size 1 to 20 i think is possible, maybe +1% every 2 sizes).

+x% from each persons arousal... maybe add up all arousal of the people involved when a male orgasms and then /10. (i.e. 3 people with 25,50,100 would add up to 175... then /10 = +17%).  or all people added then divided by number of people and then divided by 10 (i.e. 3 people with 25,50,100 would add up to 175... then /3= ~58 then /10 = +5%)

 

for creatures it could be:

10-20% by default

+x% from the same arousal calculation but the end result doubbled (i.e. 2 falmers and a human at 25,50,100 would be either the 17% or 5%... doubbled= 34% or 10%)

 

 

5.

another possible bug: the show all stats spell on males doesnt show the names of who they had sex with.

 

 

-----------------

 

well maybe someone could take a look at the weird things in their game if its similar to me or not.

else what do people think about the ideas in general?  all the min,max,etc % numbers are up to balance of course... or might even better be changeable in the menu (in the sparse male tab?)

post-2281-0-14682200-1441206818_thumb.jpg

Posted

somehow i am still not sure if all this is working like it "should" or if something is broken here (but i was never sure.. not even months ago when i tried this out too)... but maybe someone else can check these cases too if similar stuff happenes with them.

 

i.e. some of my "problems, weirdnesses, or maybe bugs":

 

 

1. sperm amount doesnt influence pregnancy chance

 

if you have i.e. oral sex with a guy (when he is at 100% virility) and then vaginal sex after that (so he is at like 1-2% virility") in debug it shows a sperm amount of 0.01xxxx what is basically 1% (so far so good)... but... if you can get pregnant at that time (ovulation stage over 50+%) i always (!) seem to get pregnant pretty quickly with that tiny amount of 1% sperm.  it might take a few 2h-4h resting time fast forwards... but it seems it doesnt check how much sperm is in you just if sperm is in you.

as if it does a check like this:

if any sperm is longer in you than (sperm age setting i.e. 6h) then do a check on (chance to get pregnant %)-(contraception %). if check is successfull = pregnant (pick random sperm as father... well no idea how it actually works exactly)

 

and not:

check if sperm1 is longer in you than (sperm age setting i.e. 6h) if yes do a check on ((chance to get pregnant %)-(contraception %))*spermamount (i.e. 0.01). when it fails then it checks the next sperm

check if sperm2 is longer in you than (sperm age setting i.e. 6h) if yes do a check on ((chance to get pregnant %)-(contraception %))*spermamount (i.e. 0.58). when it fails then it checks the next sperm... if all sperm fail then check again next cycle/hour/timer/whenever it does these checks. (probably on these update thingys it does up left in the messages when you have "all" set as message options.)

 

 

2. sperm in you doesnt die over time.

 

a sperm amont of 0.01 is the whole time 0.01, or sperm amount of 0.95 is always 0.95.

(i think swimming does lower it by itsself a low amount "over time swimming"... well sometimes i notice that it lowers the amounts by a low amount for quite a while... some other times it just quickly removes everything... but swimming is a weird case anyways in combo with that default "2% in water thingy setting")

could be relatively "easy" to fix maybe... if first on every hourly timerupdate check the script does (the stuff up left in the messages), it lowers all sperm in the people it checks by ... well some % chance depending how long it is in the person... i.e. (when the max sperm time is 48h) 0h = 0%, at 24h half of the spermamount would be lowered and the closer it gets to 48h the less amount is still there (= it disappears anyways normally then at the max timer right now, then it could just runn out of sperm amount on its own... there could even be a random % variance that could be set in the men menu similar to the cycle irregularity that gives sperm a random +/- x% timer variance (i.e. at 50% created sperm would randomly get a life timer from 24h-72h)

 

 

3. wash out fluid doesnt lower sperm amount /does nothing.

 

so my character had sperm from 4 guys inside, timers are something like 11h 7h 2h 1h inside and amounts as you can see in the picture are 90% 100% 60% and 89%.

made a savegame and now i changed the "guaranteed save washout zone stuff thingy setting for potions" to 0%

and then i drank a bunch of washout potions...

75% over 1sec no changes in anything. i.e. the sperm amount didnt lower as some should be as it gets... well... washed out.  i.e. 0-75% or so when you use the potion.

75% over 1sec no changes

100% over 1sec still nothing

100% over 1sec nope

then i reload the save and changed the "guaranteed save washout zone stuff thingy setting for potions" to 50%

then drank the potions again... and yep as advertised there is a i.e. 50% chance to remove each sperm completely (!) when you drink a potion... but nothing about the potion magnetude (75%/100%) and spermamounts did anything like before.

also sperm that is longer than 6h (default sperm age setting) inside can be washed out with the "guaranteed save washout zone stuff thingy setting for potions".

 

so if this is actually broken in some way (and yea i know the whole washout mechanic is a relic of the previous mod this is based on, but still it could be looked at and "fixed", "changed", "experimented with", "improved", "something") here some ideas for it:

-washout potion a lowers the spermamount of each sperm by a random amount 0-50% (the cheap wine one?)

-washout potion b lowers the spermamount of each sperm by a random amount 0-75% (the stronger alto one?)

-washout potion c lowers the spermamount of each sperm by a random amount 0-100% (the skooma one? maybe a chance of 25%?50%? to get skooma effects (skooma potion equipped/used on player) when used?)

-sperm that is inside a short time (=lower than the sperm age setting) gets a +25% chance added to whatever is rolled.

-sperm that is inside a long time (=higher than the sperm age setting) gets a -25% chance added to whatever is rolled.

-the potion % numbers would be balanced depending on how the other stuff works ... i.e. case nr1 if sperm amount influences pregnancy chance, nr2 if sperm will die over time, and nr4 below how much amount gets crated on orgasm. so could be higher in the end (25-50, 50-75, 75-100) or lower (0-25, 0-50, 0-75)

 

 

4. sperm/virillity/amount... all or nothing (mostly)

 

as guys are "mostly" either at virillity 100% or at 0% (had sex recently), the first sex they have always creates "all" and all others " pretty much nothing" as sperm amount. well right now it doesnt seem to do much as sperm amount doesnt seem to do anything anyways (see nr1 above).

 

but how about changing it a bit around so guys dont always shoot out everything? i.e. maybe just something like 25-50% (that could be set in the menu) at each orgasm? so to completely drain all virillity it would take 2-4 orgasms?

 

in addition if you would include things like:

-the "new multiple orgasm" function of sexlab 1.60 (maybe guys cum more than once and create not "just" the sperm at the last stage)

-the penis size of SoS

-the arousal of the characters involved from sexlab aroused/aroused redux

the amount could be based on these values too like:

 

if a guy orgasms every males virility lowers and creates sperm with that amount based on values added up like:

10-20% by default.

0-10% (or 1-20%) from the penis size (size 1 to 20 i think is possible, maybe +1% every 2 sizes).

+x% from each persons arousal... maybe add up all arousal of the people involved when a male orgasms and then /10. (i.e. 3 people with 25,50,100 would add up to 175... then /10 = +17%).  or all people added then divided by number of people and then divided by 10 (i.e. 3 people with 25,50,100 would add up to 175... then /3= ~58 then /10 = +5%)

 

for creatures it could be:

10-20% by default

+x% from the same arousal calculation but the end result doubbled (i.e. 2 falmers and a human at 25,50,100 would be either the 17% or 5%... doubbled= 34% or 10%)

 

 

5.

another possible bug: the show all stats spell on males doesnt show the names of who they had sex with.

 

 

-----------------

 

well maybe someone could take a look at the weird things in their game if its similar to me or not.

else what do people think about the ideas in general?  all the min,max,etc % numbers are up to balance of course... or might even better be changeable in the menu (in the sparse male tab?)

 

Greetings,

 

1. Even a single sperm may impregnate a woman (when it survive)

One Thing is still missing in BeeingFemale... Most of the sperms will die when they "travel" to the utherus. In BeeingFemale they all will survive. But all I remember, 5% or 10% sperms are required.

The reason why it's still in percent... Sperms will die after time or when using washout fluids .... Washout fluids will deprecate the amount of sperm and only when there are to less, they all will be removed.

But as long some sperms are in, they still can impregnate the woman... it can be that it's only 1% required, or 10% ... I can't remember anymore :)

 

Another reason is ..... "Who will be the Father".

Lets say you was wild for some time.... and in the last few days you had sex with many guys. You will have this sperm amounts inside you:

Alvor: 10%

Guard: 70%

Ancano: 30%

Borri: 90%

 

This makes a total of 200% sperms... now you become pregnant, The Chance that Alvor will be the father is only at 5%... and for Borri the Chance is 45%....

 

2. Swining will kill sperm, that's true. But it won't remove it totaly.... you can't become pregnant anymore when the amount is to low. I had to keep it inside, for some statistics and stuff.

But it shouldn't be able to impregnate the woman anymore.

 

3. I will take a look on it. Maybe I made > instead of < .... or something like that :)

 

4. Well, this is a bit complicated. I don't even know to much about the female Menstruation cycle (for a man, everything is to much ^^) .. Now I know alot about the men too.

Did you know, that most of the sperms are procuded during having sex? When men become horny, the sperm production Begins with a high rate... That could be a reason why men bome tired after having sex. And not all sperms came out with the orgasm, so you are right.... The script already exists and I thought it was implementated.... seems

 

I will think about it, right now the next release is more important, so I can't promise that it will be included

 

5. Yes it's a bug. I already wonder why, how, since when..... it was working some time ago... but it seems I've changed a required function with the last update... And I can't test everything before the release, there are way way to much Features that Need to be tested.

 

 

Anyways - I've got a nice PC now (ready for Oculus Rift :) ) .... but it has some problems named "Windows 10"

Skyrim is working great... but not the Visual Studio.

This meens, I can't compile the native SKSE Plugin anymore... and there are some many unfinished functions inside.... Right now I couldn't fix it, dunno why this is is Happening.

As Long this isn't fixed I can't continue developing.

Posted

Really great mod, milz :D

 

I've got one question/suggestion:

 

Would it be possible to determinate the father of a baby by picking a random father out of the sperm/potential father pool, 

so you could get some dialogs with the mother about the kid (if PC male) or demand some alimente if you aren't married to the father (if female) ? 

Posted

Does Windows 10 refuse to let the progam (Visual Studio) not work because it is incompatible or because it thinks it is pirated? Both? 

 

Truthfully, anything that can run on Win7 should be able to be ran in Win10, the overall requirements have not changed or is less than before. 

 

That being said, I hope you resolve it so the next release can be effected, and by the way, great work on this. It is much appreciated.

Posted

Does Windows 10 refuse to let the progam (Visual Studio) not work because it is incompatible or because it thinks it is pirated? Both? 

 

Truthfully, anything that can run on Win7 should be able to be ran in Win10, the overall requirements have not changed or is less than before. 

 

That being said, I hope you resolve it so the next release can be effected, and by the way, great work on this. It is much appreciated.

 

It's more complicated. The software works great.... but the compiler and include settings are wrong.

I think I solverd it now.... but not sure.... we will see :)

Posted

This can happen if you have Abortus checked and the baby is killed during a fight. You will still carry it for a bit before having the labor pains and push out air. 

 

I uncheck that box first thing, as it is almost impossible to go through the entire term without getting hurt, even with the Heal Unborn Baby from the add on. 

 

hope that helps.

 

 

That makes a lot of sense, thanks!

 

Posted

Well my character has something inside her. I can't tell if it's a baby from the many men I, ahem, "ravaged" in my bloodlust, or if it really is just the human flesh I've been eating. But I'll trust the mod that the baby in her isn't just her overeating. There's certainly a bulge on her. I noticed the health will drop everytime someone decides to slap me around. My health goes up, but I think the baby is forever damaged and can't regain that health. I assume taking damage decides if it dies or not (what mother goes out to murder people with the chance of her baby being killed?), so I've been trying to just snipe people.

 

Will the baby suffer some sort of error if I turn into a werewolf while it's inside?

Posted

The were wolf transformation won't hurt the baby. Only your body shapes are changing, but you are still bearthing air, you will still have red blood, ... :)

The extract that is in heal potions will go in your blood... so the baby will be effect, too.... and depending on the trimester, the baby will regenerate after time. As later the pregnancy is as stronger is the regeneration strength.

Posted

Hello, i have three questions:

 

1. Any way for male player contraception?

2. Any way to force abortion for pregnant npc without hurting her?

3. If i'll change child template race to skykids, will it work? Will they get random faces after born?

 

Thanks.

 

1.- nope, u can use this mod to make the girls drink the potions u drop in the floor before battle or have sex with them http://www.nexusmods.com/skyrim/mods/53761/?

2.- I just have dimissed them when get preg, and when the 9 months pass i recruit them again XD

3.- If u change it to Skykyds u will have childs like skykids but as i saw it i just had 2 variants of girl and boy, for that u gonna need the previous version becuz the pluggin of being female makes reference to a plugin that is no longer availible in the skykyds mods, so sad about it, it need to be updated, the treguld one for rschildren can be used tough :(

Posted

Wooooo! can we add an aproach to father scene if the npc is pregnant like in oblivion, like she says that she thinks its urs and u can be able to choose to send her to fk off or embrace ur fatherhood and say all will be fine, increasing or decreasing the chance of the baby to be born becuz joy or sadness of the mother, maybe the coments of the mother will be linked to ur response to sad comentaries of be pregnant or joy comments, just saying, hope u can consider my sugestion, awesome work!

Posted

Apologies if this is asked a lot but is there a documentation for BeeingFemale or how it work works? It says in the OP there is a guide but I don't think I see a link.

Posted

There was a Time i had a few documentations, but because a lot of things has changed, I had to remove them again.

 

If you want to make a script, you can look into "FWController.psc" , there are all the functions you can use.

You can use SendModEvent, too for a few features.

; FemaleActor.SendModEvent("BeeingFemale", "AddContraception", 100) ; This adds contraception to the woman
; FemaleActor.SendModEvent("BeeingFemale", "AddSperm", MaleActor.GetFormID()) ; This will add sperm to the woman
; FemaleActor.SendModEvent("BeeingFemale", "WashOutSperm", 100) ; This will wash out 100% sperm
; FemaleActor.SendModEvent("BeeingFemale", "ChangeState", 3) ; This will change the state to 'Menstruation'
; FemaleActor.SendModEvent("BeeingFemale", "InfoBox", 100) ; This will open the info window with all informations
; FemaleActor.SendModEvent("BeeingFemale", "DamageBaby", 30) ; This will make 30 damage to the baby
; FemaleActor.SendModEvent("BeeingFemale", "HealBaby", 60) ; This will heal the baby with 60 Health points​

The AddOn Guide you can find in the download section

Posted

Love the Mod been using it since the beginning. Keep up the great work.

 

I have 1 question, I am having a problem with the RCOTS addon, all the kids have the grey face bug, if thier race is a dark skin race the head is light skin.

not sure if this has been addressed or not, looked thru alot of pages and didn't see anything to fix it. help plz

Posted

maybe an other mistake :

in FWSaveLoad line 146 :

 

; Non-Pregnant Functions
if bIsPregnant == false
CurrentStatePercent = (cur - stateEnterTime) / fDur[CurrentState]
 
; Check for pregnancy
if bMayPregnant && (CurrentState==1 && CurrentStatePercent>50) || (CurrentState==2 && CurrentStatePercent<20)
...

 

 

max value of CurrentStatePercent is 1.0 

CurrentStatePercent>50 is never true

CurrentStatePercent<20 is always true

 

CurrentStatePercent = ((cur - stateEnterTime) / fDur[CurrentState] ) * 100 must be OK

 

Both were right, thanks alot.

 

Well, Right now I'm in the testing phase and it seems I can prepare the next release.

The "Grow from a item into a child" still don't work >.<

But I've added a nice feature for the child item, so it won't be useless.... it realy won't be useless :-)

Posted

i have a problem with showing pregnancy belly i dont know why :D,my followers or npc for example are in ending phase born a child and i dont see their belly simply disappeared, the same thing happens to move to other locations,only show up if i waiting about 10-15min hahhahhaha weird :D i dont if it must be or i have maybe mod which is not complicated hmmm,i have only mod "fill her up" but he is disable on mcm menu, he may be the cause? Cheers!!!!!! ;)

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