saladboy21 Posted June 5, 2012 Posted June 5, 2012 Yea what I most want is a pregnancy chance anytime there is sex, regardless of speciies, and for the pregnancy to follow through. The rest is secondary heh.
Halstrom Posted June 5, 2012 Author Posted June 5, 2012 halstrom would it be possible to default all male custom races to "male caucasian" or something for testing purposes? Hmm' date=' I thought I had done that, I know I did for Females, I'll check that out, aah no I hadn't, just fixed that, should work in next release. Yea what I most want is a pregnancy chance anytime there is sex, regardless of speciies, and for the pregnancy to follow through. The rest is secondary heh. I haven't seen any Pregnant models for Deathclaws & Geckos yet, maybe in Fallout4 we might get up to that
meyi Posted June 5, 2012 Posted June 5, 2012 Just a little thing I noticed with gecko eggs. They seem to pop up in random spot if at all. I'm assuming some of them are getting stuck below the ground. Love the idea of gecko eggs hatching. I'm having a ton of fun with this mod. It's coming along very nicely. Keep up the fantastic work!
saladboy21 Posted June 5, 2012 Posted June 5, 2012 Yea what I most want is a pregnancy chance anytime there is sex' date=' regardless of speciies, and for the pregnancy to follow through. The rest is secondary heh.[/quote']I haven't seen any Pregnant models for Deathclaws & Geckos yet, maybe in Fallout4 we might get up to that  Heh that is not what I meant...but it is what I said, isn't it.  For some reason monster-->female does it for me, but male-->monster does not. Not sure why.  I fear not I will be quite fine with just having humans poping out out the kids...well...maybe ghouls too.  thanks as always for your work btw. Looking forward to hopefully getting into a full playthough with the new pregnancy when back from vacation this weekend.
Guest user29 Posted June 5, 2012 Posted June 5, 2012 Just a little thing I noticed with gecko eggs. They seem to pop up in random spot if at all. I'm assuming some of them are getting stuck below the ground. Love the idea of gecko eggs hatching. I'm having a ton of fun with this mod. It's coming along very nicely. Keep up the fantastic work! Â eggs are the bane of halstroms existence.
Halstrom Posted June 5, 2012 Author Posted June 5, 2012 Just a little thing I noticed with gecko eggs. They seem to pop up in random spot if at all. I'm assuming some of them are getting stuck below the ground. Love the idea of gecko eggs hatching. I'm having a ton of fun with this mod. It's coming along very nicely. Keep up the fantastic work! It's not just Gecko eggs, all of them seem to do it, at some stage I'll need to do some fancy scripting in them to make them reposition better, currently I forcethem to move about 18 inches above the ground then drop to floor level straight after birth, I'll try tweak them up a bit higher in the next release.
Quixotic Posted June 5, 2012 Posted June 5, 2012 Hey, how long exactly does it take for the offspring to get bigger when the growth rate is at 1000? I've waited AT LEAST 7 days, and my character's son has only grown up once, and only into a slightly larger child. Oh, and I can't change the length that Ovas and sperm will survive.
Guest user29 Posted June 5, 2012 Posted June 5, 2012 body swapping doesn't seem to be working well if you're nude or you switch to nude. It functions well with clothing though.
saladboy21 Posted June 6, 2012 Posted June 6, 2012 BD-They never get full height. Also, you can make sperm/ova survival longer then pregnancy.
luinil Posted June 6, 2012 Posted June 6, 2012 Pinching an idea from Oblivion PK TomagoCLub ---------------------------------------------  TomagoClub -- Oblivion Lovers PK plugin allowing pregnancy   TomagoClub has a nice hud made by kil that has visual icons for the various states of pregnancy(see attachment below for pics)  3 that kinda look like flowers- they represent the ovaries preparing for releasing an egg.  The one with the green dot represents safe for sex " " " " " yellow " risky " " " " " " " red " go for baby making  If woman has sperm in body sperm icon appear around ovaries icon and move slowly around ovary  If contraception being used shield next to ovary appears and lasts until contraception fails.  3 icon for womb states not preg and 2 preg states or 3 - check pics.  Perhaps when pregnancyNv is in stable state making a hud would be a possible add on for pregnancyNV?  I have read some post about BunX lasting along time in the new alpha version of pregnancyNVAlphaV3 But i think there is a difference between vault tec bunx and bunx.  Vault tec bunx --- last 21 days at max effectiveness then protection ends abruptly. bunx --- a day at most and effectiveness slowly degrades immediately from when it is taken.
Halstrom Posted June 6, 2012 Author Posted June 6, 2012 BD-They never get full height. Also' date=' you can make sperm/ova survival longer then pregnancy.[/quote']Yeah I set it so you can't make the sperm survive longer than a pregnancy as it caused some issues, I'm thinking of just removing the adjustment and making it factored to pregnancy length. I'll have to have a look at offspeing maturing, do they grow to adult ok then stop growing? they should eventually grow to full size +/-10%. Â VaultTech BunX is BunX, I just altered the names a bit so they sort nicer in your inventory. Â Yeah a hud might be nice later, even just a couple of bars added to PHUD might be nice.
4nk8r Posted June 6, 2012 Posted June 6, 2012 I've been testing out 20120604.1 and thought my character was having Jesus' baby. I started getting popup messages that my char might be pregnant. These are the kind of messages you have to click OK to close. I checked my Sexout stats in MCM and my char hadn't have sex with anyone, so this must be from a nearby NPC (Edit: verified not pregnant with Medical Scanner in game). I've been using Brutal Rapers to get the action going, but exclude me and my party. Â At least until the scripting is correctly determining the source of the pregnancy, perhaps you could make these pregnancy messages show up in the top left of the screen so it doesn't halt game play while its waiting for user input? Â Edit 2: The offspring of non-companion NPC's appears to attach itself to the PC as far as followers are concerned. Is this intentional? If so I can breed myself an army of miniature follows to dominate the wasteland in my name!
gballest Posted June 6, 2012 Posted June 6, 2012 Testing: Female courier, new game  Fert for males set to 1 (Player only) Fert for Females set to 3 (all)  NPCs and non hired companions scripts still appear not being saved, pregnant female recieve Preg effect added whenever approached by courier.  NPC Males are getting fert effects including ovas even with it set to player only or none. Noticed this when I was playing my male courier, when set to none, he would get fert effects.  Personally I would like male not to be able to get pregnant.
Quixotic Posted June 6, 2012 Posted June 6, 2012 BD-They never get full height. Also' date=' you can make sperm/ova survival longer then pregnancy. [/quote'] Â No, what I meant was they don't even mature. They just stay as really small kids. Forever.
Quixotic Posted June 6, 2012 Posted June 6, 2012 Halstrom turned the mojave into Neverland. Â With less pirates. And faeries. And flying. And mermaids.
Halstrom Posted June 6, 2012 Author Posted June 6, 2012 I've been testing out 20120604.1 and thought my character was having Jesus' baby. I started getting popup messages that my char might be pregnant. These are the kind of messages you have to click OK to close. I checked my Sexout stats in MCM and my char hadn't have sex with anyone' date=' so this must be from a nearby NPC (Edit: verified not pregnant with Medical Scanner in game). I've been using Brutal Rapers to get the action going, but exclude me and my party. Â At least until the scripting is correctly determining the source of the pregnancy, perhaps you could make these pregnancy messages show up in the top left of the screen so it doesn't halt game play while its waiting for user input? Â Edit 2: The offspring of non-companion NPC's appears to attach itself to the PC as far as followers are concerned. Is this intentional? If so I can breed myself an army of miniature follows to dominate the wasteland in my name! [/quote'] Â Will check those out, currently I hadn't looked at writting a follow package for other offsprings parents, so they just follow the player. Â I'll look into why they're not growing though.And look into males getting fertility & ova's. Â I'll have to look into this fertility/pregnancy reseting issue I thought I had fixed it, unfortunately it's looking like NPC's forget effects and associated scripts when they are away from the player. I'll have to try some other way of tagging them with tokens for pregnancy stage. This means I may not be able to make them progress in pregnancy unless the player is is near, I was trying for at least having them catch up when the player reentered their cell. I could do it ok with the Major NPC's (Companions) I already have Variables stored for. We might have to settle for that and I do something rougher for lesser & random NPC's with pregnancy stage tokens for each 1% and no catchup progression.
4nk8r Posted June 6, 2012 Posted June 6, 2012 I've been testing out 20120604.1 and thought my character was having Jesus' baby. I started getting popup messages that my char might be pregnant. These are the kind of messages you have to click OK to close. I checked my Sexout stats in MCM and my char hadn't have sex with anyone' date=' so this must be from a nearby NPC (Edit: verified not pregnant with Medical Scanner in game). I've been using Brutal Rapers to get the action going, but exclude me and my party. Â At least until the scripting is correctly determining the source of the pregnancy, perhaps you could make these pregnancy messages show up in the top left of the screen so it doesn't halt game play while its waiting for user input? Â Edit 2: The offspring of non-companion NPC's appears to attach itself to the PC as far as followers are concerned. Is this intentional? If so I can breed myself an army of miniature follows to dominate the wasteland in my name! [/quote'] Â Will check those out, currently I hadn't looked at writting a follow package for other offsprings parents, so they just follow the player. Â I'll look into why they're not growing though.And look into males getting fertility & ova's. Â I'll have to look into this fertility/pregnancy reseting issue I thought I had fixed it, unfortunately it's looking like NPC's forget effects and associated scripts when they are away from the player. I'll have to try some other way of tagging them with tokens for pregnancy stage. This means I may not be able to make them progress in pregnancy unless the player is is near, I was trying for at least having them catch up when the player reentered their cell. I could do it ok with the Major NPC's (Companions) I already have Variables stored for. We might have to settle for that and I do something rougher for lesser & random NPC's with pregnancy stage tokens for each 1% and no catchup progression. Â I tried a setscale on the children and can see them briefly flicker to full size, then reshrink back to miniature. Is there active scripting that is resetting the scale? I was able to age one to adult via agerace, but it stayed miniature then as well. Â Edit: Regarding the distant NPC's, would it be possible to track the unique ID of the NPC in a persistent environment variable and keep the timer/counters running (even when out of range). Once the PC re-enters the worldspace and the NPC is activated, just impose whatever the counter result was (new kid or kids, any growth, miscarriage, etc.)
saladboy21 Posted June 7, 2012 Posted June 7, 2012 I can be OK with NPCs only progressing while I am nearby if other stuff is being worked on...that is nice, but not major (to me) compared to my heroine and her companions being able to be knocked up and give birth. Just my 2 bits
beck11 Posted June 7, 2012 Posted June 7, 2012 Ok Hal, it took me close to 3 weeks but I think I finally got this animating thing down well enough to make some basic stuff for now. I managed to whip up a simple birthing animation for you to look at. I made it up from scratch so that means I did not take an existing animation and modify it. I made a pose frame and then added the animations as I went along. Â The animation contents: Â Lying down, face up with thighs spread apart and legs bent towards the body and its body slightly arched forward. Â Â Â Then the body arches forward some more and holds it there for half a second. Both left and right hands are used as support. Â Â Â After half a second the body falls back down again and takes 2 quick breaths before repeating the cycle. Â Â The thing still needs a bunch of tweaks to make it more natural looking cause right now its looks a bit mechanical and there is an obvious tick when the animation loops but that should be easy enough to fix. I hope to try and add some facial animations also if possible since there is a tutorial for that, its for Oblivion but Im hoping it will work for FNV too. The whole things lasts just under 3 secs and has 80 frames of animation. Â Â The kf file is here but dont add it into FNV and try to run it yet. I just exported it but I did not do anything to the file to make it compatible for FNV. Im still learning that part and havent got to that stage yet so for now you can view it in blender with a body. Since both Nusbie and Donkey are awol currently idk how to actually get the kf file prepped for gamebryo and how to insert it the game via Geck/CS. I see some animation is set to loop while others are set to very high frame counts but with 100s of blank frames so idk what the reasoning is behind that. Im hoping to find that out in the next few weeks if possible and get something added into the game and running. Â I know others are trying to make you some animations for your pregnancy mod so if you decide to use theirs then its cool. I mainly was trying to come up with a goal to reach for and wasnt necessarily trying to make an animation specific to this mod but it sorta ended up like that. This was a fairly complex animation for me and it took 3 different animating methods till I finally cracked it with this latest version. One of the revelations I stumbled upon is that its possible to have an animation done and finished in as little a 1 and half days depending on the animations complexity because blender has alot of tools to streamline and quicken the process. When I started this 3 weeks ago I was convinced it would take at least 3 weeks to get any animation done if you spent an hour or 2 a day but now I know thats not true. If you're just doing sex animations, which are just 2secs long at most, then its very easy. Kinda a big thing imo. Â Â P.S Ummm....I hope you have blender or idk how you're gonna preview this thing. I tried to use the blender renderer to create a preview video but lets just say thats another hassle Im gonna have to learn how to use in the future.
Halstrom Posted June 7, 2012 Author Posted June 7, 2012 Ummm....I hope you have blender or idk how you're gonna preview this thing. I tried to use the blender renderer to create a preview window but lets just say thats another hassle Im gonna have to learn how to use in the future. Hmm I have Blender but no idea what version it is, how or time to learn how to use it. I'll preview it in NV when it's ready , but it sounds awesome, I didn't know of any others but if there are more I will use them all, and just make them random or dependant on different offspring.
Happos Posted June 8, 2012 Posted June 8, 2012 Is there a way to make companions use Bunx/away and Fertx?
Guest user29 Posted June 8, 2012 Posted June 8, 2012 not right now, I think he's planning on making an injector gun though.
DemonKnightRaziel Posted June 8, 2012 Posted June 8, 2012 Something i've noticed. The semen/ova life adjustment slider is broken. No matter what i set it to it always goes to 1%, and hitting default makes it 0%.
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