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Posted

 

 

As I tried to tell you before the fertile breeder perk bypasses spunk, so it doesn't need the latest nvse beta. I still recommend spunk & the latest nvse, but the fertile breeder perk bypasses the whole sperm impregnation system. It will only work for FB specific creatures/people, but in this case buck qualifies. :)

Cool I thought I read that somewhere before but wasn't sure. I haven't got this installed so I am flying by wire here.. :D. Now I will add that to my database (lol). and use it when needed. That is actually a very great idea in case there is problems with Spunk, NVSE etc someone can still enjoy the mod. Very clever indeed.

That's just ridiculous. Who could possible enjoy anything without spunk? :D

 

 

As I tried to tell you before the fertile breeder perk bypasses spunk, so it doesn't need the latest nvse beta. I still recommend spunk & the latest nvse, but the fertile breeder perk bypasses the whole sperm impregnation system. It will only work for FB specific creatures/people, but in this case buck qualifies. :)

Cool I thought I read that somewhere before but wasn't sure. I haven't got this installed so I am flying by wire here.. :D. Now I will add that to my database (lol). and use it when needed. That is actually a very great idea in case there is problems with Spunk, NVSE etc someone can still enjoy the mod. Very clever indeed.
The perk was actually created because I was too lazy to wait for my character to get pregnant during testing, but it turned out to be pretty useful, so I left it in :lol:

But yeah, having the perk is, in fact, a perk when battling pregnancy issues.

There should be a down rep button for that.

Lazy people tend to find the most creative ways to get around most issues, didn't you know? :P

And I know most people wouldn't even care why it's there in the first place anyway :lol:

Posted

 

Lazy people tend to find the most creative ways to get around most issues, didn't you know? :P

And I know most people wouldn't even care why it's there in the first place anyway :lol:

 

A lazy person wouldn't even notice it was there in the first place.. :P

Posted

 

But yeah, having the perk is, in fact, a perk when battling pregnancy issues.

 

thumbs_down.gif problem solved :lol:

 

All of you be nice or I'm going to take a break for a week to get my feelings back on track :P

Posted

@ritualclarity yeah, now you've really hurt my feelings :'(

Everyone, the new FBCaptured episode will be delayed another week because of ritual!

Just kidding, it's because GECK is being a brat again. -,-

Posted

Yaay, I just found out how to make a sort-of cutscene :D

Now I can proceed as usual :)

Posted

Yaay, I just found out how to make a sort-of cutscene :D

Now I can proceed as usual :)

 

DAm.. that is awesome. I can imagine the cut scenes you can create for your mod.. :D..

 

Posted

 

Yaay, I just found out how to make a sort-of cutscene :D

Now I can proceed as usual :)

 

DAm.. that is awesome. I can imagine the cut scenes you can create for your mod.. :D..

 

 

 

Nothing too complex, just the player and Clover fainting while walking through a cave. But hey, it's a whole lot considering the regular "player.playidle" doesn't work in any way :)

Posted

 

 

Yaay, I just found out how to make a sort-of cutscene :D

Now I can proceed as usual :)

DAm.. that is awesome. I can imagine the cut scenes you can create for your mod.. :D..

 

Nothing too complex, just the player and Clover fainting while walking through a cave. But hey, it's a whole lot considering the regular "player.playidle" doesn't work in any way :)
If you 'hide' the player in another ref you can use playidle on the player. :)

 

Edit: you can also do the much more convoluted way I did and toggle fly cam and then use player.playidle

Posted

It isn't the complexity.. it is the possibility of future use in this mod..

 

Hehe, I might just overhaul some of the other encounters in which an animation would be nice to use. Such as the player's abduction by Ritual Clarity. :D

Posted

 

 

 

Yaay, I just found out how to make a sort-of cutscene :D

Now I can proceed as usual :)

DAm.. that is awesome. I can imagine the cut scenes you can create for your mod.. :D..

 

Nothing too complex, just the player and Clover fainting while walking through a cave. But hey, it's a whole lot considering the regular "player.playidle" doesn't work in any way :)
If you 'hide' the player in another ref you can use playidle on the player. :)

 

Edit: you can also do the much more convoluted way I did and toggle fly cam and then use player.playidle

I use the method Obsidian used for Dead Money, and it works :) (at least... All the way up until the point where the player is supposed to wake up...)

Posted

 

 

 

 

Yaay, I just found out how to make a sort-of cutscene :D

Now I can proceed as usual :)

DAm.. that is awesome. I can imagine the cut scenes you can create for your mod.. :D..

 

Nothing too complex, just the player and Clover fainting while walking through a cave. But hey, it's a whole lot considering the regular "player.playidle" doesn't work in any way :)
If you 'hide' the player in another ref you can use playidle on the player. :)

 

Edit: you can also do the much more convoluted way I did and toggle fly cam and then use player.playidle

I use the method Obsidian used for Dead Money, and it works :) (at least... All the way up until the point where the player is supposed to wake up...)
I don't remember exactly, but didn't they add an ai package through script?
Posted

 

 

 

 

 

Yaay, I just found out how to make a sort-of cutscene :D

Now I can proceed as usual :)

DAm.. that is awesome. I can imagine the cut scenes you can create for your mod.. :D..

 

Nothing too complex, just the player and Clover fainting while walking through a cave. But hey, it's a whole lot considering the regular "player.playidle" doesn't work in any way :)
If you 'hide' the player in another ref you can use playidle on the player. :)

 

Edit: you can also do the much more convoluted way I did and toggle fly cam and then use player.playidle

I use the method Obsidian used for Dead Money, and it works :) (at least... All the way up until the point where the player is supposed to wake up...)
I don't remember exactly, but didn't they add an ai package through script?

 

 

Yup, then remove it too. Only problem right now is that the player keeps teleporting back to the anim location instead of stay at the new location... that sucks...

Posted

 

 

 

 

 

 

Yaay, I just found out how to make a sort-of cutscene :D

Now I can proceed as usual :)

DAm.. that is awesome. I can imagine the cut scenes you can create for your mod.. :D..

Nothing too complex, just the player and Clover fainting while walking through a cave. But hey, it's a whole lot considering the regular "player.playidle" doesn't work in any way :)
If you 'hide' the player in another ref you can use playidle on the player. :)

 

Edit: you can also do the much more convoluted way I did and toggle fly cam and then use player.playidle

I use the method Obsidian used for Dead Money, and it works :) (at least... All the way up until the point where the player is supposed to wake up...)
I don't remember exactly, but didn't they add an ai package through script?

Yup, then remove it too. Only problem right now is that the player keeps teleporting back to the anim location instead of stay at the new location... that sucks...

Better idea:

 

ref someRefVar

Begin someBlock

let someRefVar := playerref

someRefVar.playidle someIdle

End

 

http://geck.bethsoft.com/index.php?title=PlayIdle

Posted

 

It isn't the complexity.. it is the possibility of future use in this mod..

 

Hehe, I might just overhaul some of the other encounters in which an animation would be nice to use. Such as the player's abduction by Ritual Clarity. :D

 

among others ;).

Posted

 

 

 

 

 

 

 

Yaay, I just found out how to make a sort-of cutscene :D

Now I can proceed as usual :)

DAm.. that is awesome. I can imagine the cut scenes you can create for your mod.. :D..
Nothing too complex, just the player and Clover fainting while walking through a cave. But hey, it's a whole lot considering the regular "player.playidle" doesn't work in any way :)
If you 'hide' the player in another ref you can use playidle on the player. :)

 

Edit: you can also do the much more convoluted way I did and toggle fly cam and then use player.playidle

I use the method Obsidian used for Dead Money, and it works :) (at least... All the way up until the point where the player is supposed to wake up...)
I don't remember exactly, but didn't they add an ai package through script?

Yup, then remove it too. Only problem right now is that the player keeps teleporting back to the anim location instead of stay at the new location... that sucks...

Better idea:

 

ref someRefVar

Begin someBlock

let someRefVar := playerref

someRefVar.playidle someIdle

End

 

http://geck.bethsoft.com/index.php?title=PlayIdle

 

 

I'll try some things with the current setup, if that doesn't work, I'll use this one instead. Will report back after yet another 5-minute splash- and loadscreen infested testrun -,-

Posted

The problem seems to be the player wanting to continue the idle (LooseMQ11PlayerDeath1stPerson), and after waking up, Clover does talk to the player, but soon after, the player is warped right back... I'll try some bootleg fix to see if it's just the package being re-selected for some reason...

Posted

I'm gonna call it a night. If anyone wants to take a look at the whole cutscene thing, feel free to do so. I'll add instructions in the spoiler.

 

 

 

Alright, just talk to Clover, she should be standing next to the Casa Madrid in Westside. When you're walking through the cave for about 10 seconds, the cutscene should start. Again: only talk to Clover for testing purposes, beginning the quest now will result in a dead end.

FBCaptured.esp

 

 

Posted

 

 

 

What ritual said. Also, you can try taking the fertile breeder perk, it's available from first lvl up.

that isn't effected by the NVSE version?

 

As I tried to tell you before the fertile breeder perk bypasses spunk, so it doesn't need the latest nvse beta. I still recommend spunk & the latest nvse, but the fertile breeder perk bypasses the whole sperm impregnation system. It will only work for FB specific creatures/people, but in this case buck qualifies.  :)

 

 

I tried again after leveling up and taking this perk and everything works :)

Posted

So I have made sure everything is installed correctly and all the versions are up to date but for some reason after I give birth to anything be it Bighorner or gecko after the birth, my game still thinks that my character is pregnant. The after birth effect comes in but the ones like Heavily Pregnant don't disappear and my model doesn't update from the pregnancy body. I honestly don't know what to do

Posted

So I have made sure everything is installed correctly and all the versions are up to date but for some reason after I give birth to anything be it Bighorner or gecko after the birth, my game still thinks that my character is pregnant. The after birth effect comes in but the ones like Heavily Pregnant don't disappear and my model doesn't update from the pregnancy body. I honestly don't know what to do

Just wait a couple of days in-game, I'm having the same thing and it seems to be something with Pregnancy. Maybe you'll have to walk the babyweight off :P

Posted

So I have made sure everything is installed correctly and all the versions are up to date but for some reason after I give birth to anything be it Bighorner or gecko after the birth, my game still thinks that my character is pregnant. The after birth effect comes in but the ones like Heavily Pregnant don't disappear and my model doesn't update from the pregnancy body. I honestly don't know what to do

 

 

 

So I have made sure everything is installed correctly and all the versions are up to date but for some reason after I give birth to anything be it Bighorner or gecko after the birth, my game still thinks that my character is pregnant. The after birth effect comes in but the ones like Heavily Pregnant don't disappear and my model doesn't update from the pregnancy body. I honestly don't know what to do

Just wait a couple of days in-game, I'm having the same thing and it seems to be something with Pregnancy. Maybe you'll have to walk the babyweight off :P

 

Perhaps post that in the Pregnancy thread. Might be a timer has been set a bit too long.

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