spooky223 Posted December 31, 2012 Posted December 31, 2012 Little question. Is it normal that Legions - if I'm vilified - aren't trying to kill me if I'm pregnant or is it bug? U know Legion is type of guys. "Hey it's her, kill her." "No, we can't 'cos she's pregnant." "And?" "We respect women, don't ya know that?" :D
jaege Posted December 31, 2012 Posted December 31, 2012 I am curious. Is there some way to name your offspring and/or change their appearance? After all, while offspring713 does have a ring to it, I might go with something else.
Guest user29 Posted December 31, 2012 Posted December 31, 2012 Can't you do it with companion commander? edit: nvm I was thinking maybe SetActorFullName, but that changes the base actor's name.
Guest user29 Posted December 31, 2012 Posted December 31, 2012 I'm not sure deathclaw eggs are hatching properly. As in, at all
OLOsin Posted December 31, 2012 Posted December 31, 2012 I'm not sure deathclaw eggs are hatching properly. As in' date=' at all [/quote'] Sometimes they are duds. In all cases, I noticed that when one would hatch, another dud egg would roll out next to the cracked (hatched) egg. I usually just picked those up and sold them as bonus caps.
Guest user29 Posted December 31, 2012 Posted December 31, 2012 hmm, I had 12 in my inventory, and set gamedayspassed to like 50 just to see if they would ever hatch and I didn't get anything. I did notice with geckos that in addition to the little gecko, I'd get another gecko egg.
Halstrom Posted January 1, 2013 Author Posted January 1, 2013 hmm' date=' I had 12 in my inventory, and set gamedayspassed to like 50 just to see if they would ever hatch and I didn't get anything. I did notice with geckos that in addition to the little gecko, I'd get another gecko egg.[/quote']I did notice something like that the other day, I'll have a look, but as I explain in my latest SCR post I'm going to be busy for a couple of days uprading to Win8 due to a virus on my Gaming PC. I am curious. Is there some way to name your offspring and/or change their appearance? After all' date=' while offspring713 does have a ring to it, I might go with something else.[/quote']Ther may be but haven't had time to really look deep into it, Companion Commander & there's a Deathclaw companion mod that does it somehow. Little question. Is it normal that Legions - if I'm vilified - aren't trying to kill me if I'm pregnant or is it bug? U know Legion is type of guys. "Hey it's her' date=' kill her." "No, we can't 'cos she's pregnant." "And?" "We respect women, don't ya know that?" :D[/quote'] Seems strange, perhaps Legions plugin checks, I don't think pregnancy effects reactions of humans in the game. Why are we talking about logic and realism in a mod that allows for cross-species fertilization? Just put another notch on the pregnancy type slider' date=' change everything to biological beings and everything could then include the bots.[/quote']Good Idea, I'll modify the slider for next update. All of this is pointless though as I do not believe there are any robot sex animations. This is the main issue' date=' no animations, Robot egg/offspring is coded but not tested, Currently it consists of small eyebots that don't grow in size but pop out eventually. The other option is Robots inject various experimental sperm or fertilised ova from various creatures. It may depend on the robot of course. Maybe you are just the carrier for a swarm of miniature SpyEyeBots and forced to take them to a destination by a collar or something. P7 not official yet but if you get impregnate with multi-species monster, your belly may growth to P7 (due to Hal already connect P7 body to SCR, but Texture for P7 body for head, hands and feet seem not ready yet due to P7 still un-official to use it till future Breeder mod from User29 ). But after recently pregnancy mod update, Hal already cancel muti-species pregnancy, so we may get P6 body max from BH pregnent. Everything for P7 is set up from my end I think, it's just using P6 meshes. Multi-species pregnancy is out, it would require 10 times more tokens than i use now to work correctly, I also doubt the engine can handle that amount of scripting without grinding to a halt or becoming unstable or unplayable. So I started removing the possibility of multiple species pregnancies, I will leave a couple of exceptions like ghouls, aliens, spore carriers & humans. Note Spore carriers require a humanoid pregnancy to be present to mutate into a Spore Carrier or you will just get Spore pods which I will look into finishing in next few weeks. After I spend a week or so of minor additions and code tidying up, I found a few issues in Fertiltiy level calculation for next release. But for now I have a couple of days upgrading and transfering stuff for a Win8 update to my PC due to a virus that got in.
zippy57 Posted January 1, 2013 Posted January 1, 2013 I am curious. Is there some way to name your offspring and/or change their appearance? After all' date=' while offspring713 does have a ring to it, I might go with something else.[/quote']Ther may be but haven't had time to really look deep into it, Companion Commander & there's a Deathclaw companion mod that does it somehow. The Deathclaw companion mod can probably change names because there's only one of them so changing the base name is fine. The problem with Pregnancy is that you can end up with multiple copies of the same base NPC, so that won't really work.
Halstrom Posted January 1, 2013 Author Posted January 1, 2013 The Deathclaw companion mod can probably change names because there's only one of them so changing the base name is fine. The problem with Pregnancy is that you can end up with multiple copies of the same base NPC' date=' so that won't really work.[/quote']Had a feeling that was the showstopper.
rghost Posted January 1, 2013 Posted January 1, 2013 In script SexoutP2S0SexEventScript: What does this part do? ; *** Creatures Set iPartnerNotSterile to 1 If rZPartner.IsInList SexoutSLActorDataIsInfertile Set iPartnerNotSterile to 1 endif Should it be like this?: ; *** Creatures Set iPartnerNotSterile to 1 If rZPartner.IsInList SexoutSLActorDataIsInfertile Set iPartnerNotSterile to 0 endif
jaam Posted January 1, 2013 Posted January 1, 2013 In script SexoutP2S0SexEventScript: What does this part do? ; *** Creatures Set iPartnerNotSterile to 1 If rZPartner.IsInList SexoutSLActorDataIsInfertile Set iPartnerNotSterile to 1 endif Should it be like this?: ; *** Creatures Set iPartnerNotSterile to 1 If rZPartner.IsInList SexoutSLActorDataIsInfertile Set iPartnerNotSterile to 0 endif -- edit: bad advice, sorry --
zippy57 Posted January 1, 2013 Posted January 1, 2013 If they're in the Infertile list then they are sterile, right? So NotSterile should be set to 0 inside the if/then block.
Halstrom Posted January 2, 2013 Author Posted January 2, 2013 No' date=' but like that : ; *** Creatures Set iPartnerNotSterile to 0 If rZPartner.IsInList SexoutSLActorDataIsInfertile Set iPartnerNotSterile to 1 endif I think.[/quote'] If they're in the Infertile list then they are sterile' date=' right? So NotSterile should be set to 0 inside the if/then block. [/quote'] Um yep it's confusing but it was working, I've simplified it now for next release with more logical order and naming like Jaam's example.
achilles Posted January 2, 2013 Posted January 2, 2013 Noticed that I've seen males wearing pregnant armors. They don't show up pregnant in the game but when I go to loot their inventory some of the armors show up with the P1 or even P3 behind their name, which means it's a pregnant armor.... But on a dude? WTF? Although it would be cool to have a futanari ability that could make males pregnant if they are fucked like women using a futanari cock. Would be awesome to see pregnant men wobbling around the wasteland but that would be a lot of work to make male armors and pregnant bodies so I know it's wishful thinking. Would remind me of that old movie with Louis Gossett Jr. called "Enemy Mine" where he got pregnant and died after giving birth. Another option would be to give females a futanari ability and when she fucks a guy he explodes into a bloody mess in slow motion as she cums. Would be a cool way to fatality Benny. LOL!
zippy57 Posted January 2, 2013 Posted January 2, 2013 Pregnant armors were added to leveled lists so you would randomly run across pregnant women in-game. Males and females generally use the same list, but the armors are set up to display normally for male NPCs so it's not noticeable unless you kill them and take their stuff.
achilles Posted January 2, 2013 Posted January 2, 2013 Pregnant armors were added to leveled lists so you would randomly run across pregnant women in-game. Males and females generally use the same list' date=' but the armors are set up to display normally for male NPCs so it's not noticeable unless you kill them and take their stuff. [/quote'] Gotcha! I figured that was the reason. Thanks for looking out! Thoroughly enjoying the mod!
Halstrom Posted January 2, 2013 Author Posted January 2, 2013 Pregnant armors were added to leveled lists so you would randomly run across pregnant women in-game. Males and females generally use the same list' date=' but the armors are set up to display normally for male NPCs so it's not noticeable unless you kill them and take their stuff.[/quote'] Gotcha! I figured that was the reason. Thanks for looking out! Thoroughly enjoying the mod! Yeah, pretty hard to fix that one without screwing with a lot of vanilla stuff. I'm considering an inventory scanner that converts most pregnant outfits back into their unstretched P0 versions if not worn. But that wouldn't work for males anyway as I don't run Pregnancy scripts on them currently and probably won't.
jaam Posted January 2, 2013 Posted January 2, 2013 If they're in the Infertile list then they are sterile' date=' right? So NotSterile should be set to 0 inside the if/then block. [/quote'] Yep. my bad.
Halstrom Posted January 2, 2013 Author Posted January 2, 2013 New Update 20130102.1beta: Some fixes to Fertility Cycle Scripts Edits to readability of SexEventScript Some fixes to MiniEyeBot & Symbiote Pregnancies Fixes to checks for Sterile & Infertile Actors Modded Non-Human Pregnancy Slider to have 4th position for Non-Biological Pregnancies, when the animations arrive that is Requires latest SCR 20130102.1
achilles Posted January 2, 2013 Posted January 2, 2013 I was wondering if more animation was going to be added to the delivery of offspring? Would be cool to see the female get down on her back with her knees up and spread and pushing out a baby.
achilles Posted January 2, 2013 Posted January 2, 2013 I was wondering if more animation was going to be added to the delivery of offspring? Would be cool to see the female get down on her back with her knees up and spread and pushing out a baby.
Guest user29 Posted January 2, 2013 Posted January 2, 2013 I think someone's made him a birth animation he just doesn't know how to add it. It's really easy once you know how. This is the method I use for the dance miranda makes the player do. And it's more or less the same as how you water your plant. scn A4AnimationDanceSCRIPT float timer int bdoonce int bdoonce2 int bDoOnce3 Begin GameMode if timer > 1 if bdoonce2 == 0 set bdoonce2 to 1 DisablePlayerControls 1 1 1 0 0 1 1 player.addscriptpackage A4PlayerDancePackage ;; yes this is adding an AI script package to the player endif endif if timer > 1.5 if bDoOnce3 == 0 con_tfc ;; It won't play the animation unless TFC is toggled on a little after it's started playing. set bDoOnce3 to 1 endif endif if 1 == IsPC1stPerson ;in first person, force to 3rd TapControl 13 endif if timer < 16 set timer to timer + GetSecondsPassed else ;20 seconds have passed, do something special EnablePlayerControls player.removescriptpackage con_tfc set timer to 20 endif if timer == 20 removeme endif End SO that's the token. Maybe fix it up and add it as part of your birthing token. ---- To add a new animation you go to Gameplay > Idle animations Right click "Character/_Male/Idleanimations Insert Child Then fill it out with a unique ID and set those settings how you like. (afterwards, you're going to need to go into FNVedit and get rid of the dirty edit that adding idles to a plugin makes) ---- Now for that package you add to the player It's just a travel to current location with a radius of 0. Uncheck all flags except "must complete" Go to the "Begin/end/change" tab Under "On Begin" in the Idle box choose the new animation you added. Now go to the "idles" tab Check "use specific idles" and in the list find that same animation again and add it. Then check the "run in sequence" radio button And that should be all you need to do. If you have questions ask, but it really should only take you like 5 minutes to add all that. I haven't really complained about it not being there because it doesn't do much for me, but it really does need to be added. It's sorta important to the whole mod's idea.
Halstrom Posted January 2, 2013 Author Posted January 2, 2013 I think someone's made him a birth animation he just doesn't know how to add it. It's really easy once you know how. This is the method I use for the dance miranda makes the player do. And it's more or less the same as how you water your plant. scn A4AnimationDanceSCRIPT float timer int bdoonce int bdoonce2 int bDoOnce3 Begin GameMode if timer > 1 if bdoonce2 == 0 set bdoonce2 to 1 DisablePlayerControls 1 1 1 0 0 1 1 player.addscriptpackage A4PlayerDancePackage ;; yes this is adding an AI script package to the player endif endif if timer > 1.5 if bDoOnce3 == 0 con_tfc ;; It won't play the animation unless TFC is toggled on a little after it's started playing. set bDoOnce3 to 1 endif endif if 1 == IsPC1stPerson ;in first person, force to 3rd TapControl 13 endif if timer < 16 set timer to timer + GetSecondsPassed else ;20 seconds have passed, do something special EnablePlayerControls player.removescriptpackage con_tfc set timer to 20 endif if timer == 20 removeme endif End SO that's the token. Maybe fix it up and add it as part of your birthing token. ---- To add a new animation you go to Gameplay > Idle animations Right click "Character/_Male/Idleanimations Insert Child Then fill it out with a unique ID and set those settings how you like. (afterwards' date=' you're going to need to go into FNVedit and get rid of the dirty edit that adding idles to a plugin makes) ---- Now for that package you add to the player It's just a travel to current location with a radius of 0. Uncheck all flags except "must complete" Go to the "Begin/end/change" tab Under "On Begin" in the Idle box choose the new animation you added. Now go to the "idles" tab Check "use specific idles" and in the list find that same animation again and add it. Then check the "run in sequence" radio button And that should be all you need to do. If you have questions ask, but it really should only take you like 5 minutes to add all that. I haven't really complained about it not being there because it doesn't do much for me, but it really does need to be added. It's sorta important to the whole mod's idea.[/quote'] Sounds good except I've lost the Birthing Animation file and it's link, I'll try linking it to the masturbation animation instead temporarily.
Guest user29 Posted January 2, 2013 Posted January 2, 2013 Do you remember who it was? I'll dig through their post history.
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