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Posted
On 12/8/2019 at 8:49 AM, PGHEON said:

 I really appreciate your mod, Narue! Fantastic work! I've seen that you've adressed this before, but is there no way you add support for optional creature babies as in what this addon for Being Female? It would make this mod 110%. I really don't want to sound unappreciative, just wanted to hear you out :) Thanks again for your amazing work!

 

I too want to know this. I prefer FM for a number of reasons, but no addon support makes it a tough call between the it and BF.

Posted

Okay so I installed this, and somehow left the random insemination thing on (I did disable it but I think I reloaded an older save and forgot to do it again)

Now I have a crapload of babies and pregnant women running around, and I even somehow adopted without knowing about it. Is there a way to reset all the mayhem I loosed on Skyrim?  - I mean remove all the babies/pregnancies/children... coz its a getting a bit crowded.

  • 2 weeks later...
Posted
On 11/5/2017 at 7:54 PM, Rebel-moon said:

I've got the baby item enabled but nothing shows up after the pregnancy ends and no labor sounds either.. What am I doing wrong?

I got the labor sounds .. she just stood there the whole time and thn boom instant baby in my arms.. no labor animation ... Being Female your water breaks.. then you go into labor.. eventually have to lie down.. your clothing is stripped and you go through labor animations.. then all of sudden you hear a kid say "EW your naked!" there is no baby to hold.. instant kid.. so between these two mods.. its like you just cant win with a normal birth..

Posted

There's a bug in _JSW_BB_ConfigQuestScript.psc:

Line 355: if (kActor && kActor.HasKeyword(SpawnedChild))

References a variable declared below:

Line 369: Actor kActor = Game.GetCurrentCrosshairRef() as Actor

How did that ever compile? :P
That would explain why the debug menu for children is always empty.

Got another problem. All children (NPC and unmarried male PC's) end up just saying one line about saying goodbye to everyone over and over, but never move. They are already in a HF house. For some reason 3 out of 4 children end up having no interaction at all, not even the "[E] Talk" tooltip shows up. Attempting to interact gives the fail sound and they say that one line, but nothing else. One has "[E] Talk" but the interaction is the same. No dialogue choices at all.
Any idea what's going on? Load order for reference:

Spoiler

# This file was automatically generated by Mod Organizer.
*Lanterns Of Skyrim - All In One - Main.esm
*Unofficial Skyrim Special Edition Patch.esp
*BSAssets.esm
*BSHeartland.esm
*BS_DLC_patch.esp
*AHZmoreHUDInventory.esl
*UnreadBooksGlow.esl
*EFFCore.esm
*Campfire.esm
*RaceCompatibility.esm
*ZaZAnimationPack.esm
*ApachiiHair.esm
*ClimatesOfTamriel.esm
*Schlongs of Skyrim - Core.esm
*SexLab.esm
*SexLabAroused.esm
*paradise_halls.esm
*FunctionalHomes.esm
*CreatureFramework.esm
*Cerinian Race.esp
*daymoyl.esm
*EnhancedAIFramework.esm
*OrganicFactions.esm
*FISS.esp
*ImCh.esm
*BadDogSchlongCore.esm
*Blowing in the Wind SSE.esp
*Blowing in the Wind - Lanterns of Skyrim Patch SSE.esp
*SMIM-SE-Merged-All.esp
*Blowing in the Wind - SMIM Merged All Patch SSE.esp
*Lore Weapon Expansion - Daedric Crescent.esp
*Lore Weapon Expansion - Goldbrand.esp
*Lore Weapon Expansion - Relics of the Crusader.esp
*SkyUI_SE.esp
*Audio Overhaul Skyrim.esp
*Weapons Armor Clothing & Clutter Fixes.esp
*Cutting Room Floor.esp
*dD - Enhanced Blood Main.esp
*Vivid WeathersSE.esp
*Book Covers Skyrim.esp
*Hothtrooper44_ArmorCompilation.esp
*Hothtrooper44_Armor_Ecksstra.esp
*notice board.esp
*Cloaks.esp
*Cloaks - Dawnguard.esp
*Cloaks - USSEP Patch.esp
*Lore Weapon Expansion.esp
*Mortal Enemies - Rival Remix.esp
*UIExtensions.esp
*RaceMenu.esp
*RaceMenuPlugin.esp
*iHUD.esp
*SimplyKnock.esp
*opmfgconsole.esp
*AHZmoreHUD.esp
*NoBSAIProjectileDodge.esp
*Project Rainforest.esp
*YOT - Your Own Thoughts.esp
*RLO - Interiors.esp
*RealisticRoomRental.esp
*ClimatesOfTamriel-Dungeons-Hardcore.esp
*Skyrim Immersive Creatures Special Edition.esp
*SoundsofSkyrimComplete.esp
*mjhKhajiitSpeak.esp
*paradise_halls_SLExtension.esp
*Saeri_Khajiit_Hair.esp
*mjhKhajiitSpeakMod - Cutting Room Floor.esp
*LootandDegradation.esp
*ScopedBows_ArrowTweaks.esp
*ScopedBows_EagleEyeTweak.esp
*StormLightning.esp
*Cathedral Landscapes.esp
*EBT - IC PATCH.esp
*VioLens SE.esp
*Vivid Weathers SE - Bruma Patch.esp
*Vivid Weathers SE - Classic.esp
*Vivid Weathers SE - Summer Season.esp
*dD-No Spinning Death Animation Merged.esp
*SoS_CoT_Patch.esp
*Celtic Music in Skyrim - Combat.esp
*Celtic_Music_In_Skyrim_SE.esp
*Celtic_Music_In_Skyrim_SE_Dungeon.esp
*RealisticNeedsandDiseases.esp
*You Hunger.esp
*FunctionalHomes.esp
*TCBM.esp
*Helgen Reborn.esp
*Better Vampire NPCs.esp
*Immersive Weapons.esp
*DIVERSE SKYRIM.esp
*RLO - Exteriors.esp
*OBIS SE.esp
*SkyTEST-RealisticAnimals&Predators.esp
*HearthfireMultiKid.esp
*SexLab More Creatures.esp
*SoS_RLOInteriors_Patch.esp
*KhajiitWillFollow.esp
*RaceCompatibilityUSKPOverride.esp
*Better Vampires.esp
*Immersive Encounters.esp
*Run For Your Lives.esp
*RiversideLodge.esp
*More idle markers.esp
*FCO - Follower Commentary Overhaul.esp
*Inigo.esp
*Khajiit Speak Extended SSE - Inigo.esp
*PAH_HomeSweetHome.esp
*PAH_AndYouGetASlave.esp
*Immersive Patrols II.esp
*Shani the Grey - Khajiit Follower.esp
*PrettyKhajiit.esp
*ScopedBows.esp
*Frostfall.esp
*MoreWerewolves.esp
*Tools of Kagrenac.esp
*Drinking Fountains of Skyrim for SSE.esp
*Whiterun Trees Overhaul - 3D Trees Patch.esp
*TimingIsEverything.esp
*Wildcat - Combat of Skyrim.esp
*J42_ArmorRatingRedux.esp
*LeftHandRings.esp
*ClimatesOfTamriel-Interiors-Warm.esp
*ClimatesOfTamriel-Nights-L3.esp
You Hunger - Falskaar.esp
*Schlongs of Skyrim.esp
*SLAnimLoader.esp
*FNIS.esp
*AnubAnimObj.esp
*SLAL_AnimationByBakaFactory.esp
*NibblesAnimObjects.esp
*SLAL_AnimationsByLeito.esp
*SLALAnimObjBillyy.esp
*SLSO.esp
*SexLabTools.esp
*paradise_halls_farengars_study.esp
*SexLab Aroused Creatures.esp
*FastTravelSpeedMultiplier.esp
*sandboxcylinderheight.esp
*DawnguardVampireAttackFix.esp
*FunctionalHomes - Dawnguard.esp
*FunctionalHomes - Dragonborn.esp
*SexLabDefeat.esp
*MoreNastyCritters.esp
*HornyCreatures.esp
*Moonlight Tales Special Edition.esp
*Chesko_WearableLantern.esp
*AutoHideAmmo.esp
*iEquip.esp
*iEquip Wearable Lanterns Patch.esp
*Khajiit_Eyes_Extended.esp
*PC Head Tracking - MCM.esp
*PC Head Tracking - Patch.esp
*Wildcat - Realistic Damage Plugin.esp
*dD - Realistic Ragdoll Force - Realistic.esp
*Cerinian Race - Follower.esp
*Bells of Skyrim.esp
*ForgottenCity.esp
*FollowerLivePackage.esp
*SexLab Eager NPCs.esp
*Dr_Bandolier.esp
*SkyrimReputation_SSE.esp
*FNISspells.esp
*pahe_lakeview_manor_cell.esp
*moonpath.esp
*Khajiit Speak Extended SSE - Moonpath to Elsweyr.esp
*FollowerLivePackage-EFFCore.esp
*mrt_AutoUnequipHeadgears.esp
*Bells of Skyrim - Reduced Volume.esp
*ViewableFactionRanks.esp
*CombatSurrender.esp
*Disenchanting.esp
*RLO - Effects.esp
*RLO - Illuminated Spells.esp
*GIST soul trap.esp
*RUSTIC SOULGEMS - Unsorted - ESL - GIST.esp
*GIST-RusticSoulGems-patch.esp
*PassiveWeaponEnchantmentRecharging.esp
*KWFPatch_FC.esp
*HearthfireMultiKid_LastName.esp
*Fertility Mode.esp
*DragonCombatDialogue.esp
*RNAD_FF_Patch.esp
*RaceMenuMorphsUUNP.esp
*sr_FillHerUp.esp
*DW.esp
*VimuneFollower.esp
*ThothandBast.esp
*Apropos2.esp
*Drinking Fountains of Skyrim for SSE - RND Patch.esp
*Complete Crafting Overhaul_Remastered.esp
*Ordinator - Perks of Skyrim.esp
*Apocalypse - Magic of Skyrim.esp
*Apocalypse - Ordinator Compatibility Patch.esp
*PathOfSorcery.esp
*Alternate Start - Live Another Life.esp
*mjhKhajiitSpeakMod - Alternate Start.esp
*RRR_Alternate Start Patch.esp
*Immersive Citizens - AI Overhaul.esp
*Relationship Dialogue Overhaul.esp
*EFFDialogue.esp
*RDO - EFF v4.0.2 Patch.esp
*RRR - Immersive Citizens Patch.esp
*SoS_ImmersiveCitizens_Patch.esp
*TheChoiceIsYours.esp
*TCIY_BCS Patch.esp
*YOT - Apocalypse.esp
*YOT - Cutting Room Floor.esp
*YOT - Frostfall Module.esp
YOT - Interesting NPCs.esp
*YOT - Moonlight Tales Overhaul.esp
*YOT - Ordinator.esp
*YOT - Wearable Lanterns.esp
*YOT - Wildcat.esp
*EFFDialogueDLC.esp
*RDO - CRF + USSEP Patch.esp
*RDO - USSEP Patch.esp
*RDO - Follower Live Package Patch.esp
*Open Cities Skyrim.esp
*EtR_HearthfireDungeonAddon.esp
*nPetFollowers.esp
*mjhKhajiitSpeakMod - Open Cities Skyrim.esp
*Immersive Citizens - OCS patch.esp
*SoS_OpenCities_Patch.esp
*Bells of Skyrim - OCS+ICAIO Patch.esp
*Immersive Encounters - Open Cities Patch.esp
*Blowing in the Wind - Open Cities Skyrim Patch SSE.esp
*OCS + DFoS Comp Patch.esp
*RealisticWaterTwo.esp
*RealisticWaterTwo - Beyond Skyrim Bruma.esp
*RealisticWaterTwo - Needs Mod Patch.esp
*mihailmountainlion.esp
*XPMSE.esp
*OBIS SE - NoticeBoard - Addon.esp
*OBIS SE Patrols Addon.esp
*notice board - open cities patch.esp
*WACCF_BashedPatchLvlListFix.esp
*YiffyAgeConsolidated.esp
*YiffyAgeDigi.esp
*YiffyAgeSchlongs.esp
*Bashed Patch, 0.esp
*Modern Brawl Bug Fix.esp
*SOSRaceMenu.esp
*One ImCh Patch.esp
 


When i noticed the unable-to-talk problem i tried installing Immersive Children (already included in the load order above), made them followers with EFF force recruitment, but still no dialogue. And they stop following/disappear after some time? So using EFF for this kind of thing is probably a bad idea.

Did another testing run by marring Lydia, but the typical HF dialog doesn't even show up when talking to her. Haven't had enough time yet to look into this further and for now i'm out of ideas. Skimmed the entire thread but nothing of help.

 

EDIT: Oh, found something that works. Force-recruit via EFF, dismiss again, THAT makes the HF dialogue appear somehow (whyyy...?!). Then recruiting them via FLP works as well and they get the FLP dialogue and are now apparently proper, non-unique followers? Need to test this. Gosh what a kludge.


Last question:
This comment https://forums.nexusmods.com/index.php?/topic/6093518-fertility-mode/page-200#entry76919083 mentions

Quote

Child turns into an adult goes off to training and comes back as a young adult (kinda shocking)

This young adult follower can supposedly marry one of your other followers!

I assume this is about the 1.x version with the children 0.6 add-on? Too bad this isn't in the main FM 2.x, would totally be a killer feature for me.

That was my main reason to use BeeingFemale in oldrim back then, so great to raise your own followers, even if they stay kids all the time.

Sooo... any plans to bring this feature back at some point, pretty please? :3

(I'm really terrified of the EFF->/EFF->FLP kludge above)

 

Btw, it's great how light FM is compared to BF, and I like that it can track and handle all NPCs, not only uniques.

Posted

@Narue Hey, been using your mod for some time now, and have a few mechanics questions for you-

 

I noticed in the recent update you've taken out the ability to change the egg and sperm lifetimes (presumably to 'fix' them to a specific state so people can't break the calculations like with the previous version), and this combined with a previous query has me stumped. What exactly determines who a 'father' can be? Because I have tried my damndest to create a situation where I cannot possibly know who the father will be, and it is ALWAYS the actor who puts the sperm in you first. Even when that sperm should have long since died off (Had multiple inseminations, I'm talking 2-3 dozen, all different fathers, over the course of 15-20 days) and yet the 'potential' father remained the very first actor, every time, no matter what.

 

Based on this info, it appears as though any sperm 'added' to the pool -extends- the lifetime of any sperm that existed before, and because (I'm guessing here) that the mod cannot allow more than one option for a father to be chosen, it always picks the first one. Can this be improved? Or am I doing something wrong? Because I don't suspect this is how you want it to work (it's definitely not realistic). This is the one and only issue I really have with this mod, as otherwise I will know everytime exactly what my child will be, and who the father is, even if my ovulation is weeks away, and I've been with dozens upon dozens of partners. Kind of takes the fun out of wondering who the kid will be, y'know?

Posted
1 hour ago, DJShamrock said:

What exactly determines who a 'father' can be?

Sperm count. Each insemination applies a random selection of 0-300 (roughly corresponding to N million sperm). If the new count exceeds what's already present in the target actor's vagina, the father is changed. Over time sperm in the vagina dies off by 2-10M every polling cycle, but because there's no limit to sperm in the vagina, the algorithm does weigh heavily in favor of earlier inseminations when selecting a father.

 

For example, let's say the first insemination is the full 300M. There's a strong chance that will be the father because subsequent inseminations have a much smaller window to exceed that count, and every new count is unconditionally added to the woman's total collected sperm count.

 

I'll look into refining that algorithm to be a bit more "realistic", though not much real world research has been done on gangbang-style conception chances (unsurprisingly ?). One thing I've been wanting to do is track all potential fathers rather than just the most recent winner.

1 hour ago, DJShamrock said:

Based on this info, it appears as though any sperm 'added' to the pool -extends- the lifetime of any sperm that existed before

New sperm does indeed reset the sperm life counter as concerns the conception check, though that's unrelated to father selection.

Posted
16 hours ago, the0fromnexus said:

How did that ever compile?

I have no idea, but it does. Damn Papyrus being quirky. ? Consider that corrected, and thanks for the catch.

 

17 hours ago, the0fromnexus said:

All children (NPC and unmarried male PC's) end up just saying one line about saying goodbye to everyone over and over, but never move.

That's a symptom of the Hearthfire scripts getting confused. I've come to the conclusion that hooking into that hot mess wasn't the best of ideas, but the superior approach would involve me essentially rewriting the whole of the adoption system in Skyrim.

17 hours ago, the0fromnexus said:

So using EFF for this kind of thing is probably a bad idea.

Yes. Because the children are not unique actors, making them a follower generally doesn't work correctly.

17 hours ago, the0fromnexus said:

EDIT: Oh, found something that works. Force-recruit via EFF, dismiss again, THAT makes the HF dialogue appear somehow (whyyy...?!). Then recruiting them via FLP works as well and they get the FLP dialogue and are now apparently proper, non-unique followers? Need to test this. Gosh what a kludge.

I'll have to give FLP a go, because it's one of the follower systems I haven't tested with. If FLP is doing something I didn't think of to incorporate non-unique actors as a proper follower, it's a solution to the killer feature you mentioned. ;)

 

As concerns the children and dismissing them restoring Hearthfire behavior, my guess is that it kick-starts the Hearthfire quest for that actor where previously it didn't know what to do with a child that was added to the system dynamically.

17 hours ago, the0fromnexus said:

I assume this is about the 1.x version with the children 0.6 add-on? Too bad this isn't in the main FM 2.x, would totally be a killer feature for me.

Yes. It was removed specifically because the adult children were not unique, and that broke things when a large number of folks wanted follower overhaul support such as EFF. Further, a vanilla follower also must be unique, so the "follower" behavior of those adult children was little more than follow and fight with no other expected options. So it was a catch-22: to be a proper follower, the actors needed to be unique, but I couldn't make them unique because they could have multiple instances at runtime.

Posted
11 hours ago, Narue said:

Sperm count. Each insemination applies a random selection of 0-300 (roughly corresponding to N million sperm). If the new count exceeds what's already present in the target actor's vagina, the father is changed. Over time sperm in the vagina dies off by 2-10M every polling cycle, but because there's no limit to sperm in the vagina, the algorithm does weigh heavily in favor of earlier inseminations when selecting a father.

 

For example, let's say the first insemination is the full 300M. There's a strong chance that will be the father because subsequent inseminations have a much smaller window to exceed that count, and every new count is unconditionally added to the woman's total collected sperm count.

 

I'll look into refining that algorithm to be a bit more "realistic", though not much real world research has been done on gangbang-style conception chances (unsurprisingly ?). One thing I've been wanting to do is track all potential fathers rather than just the most recent winner.

New sperm does indeed reset the sperm life counter as concerns the conception check, though that's unrelated to father selection.

I appreciate the quick response! Though now I feel as I have more questions than answers haha.

 

So based on what youre saying, the father absolutely should be able to be someone different than the first actor?

 

I also want to try and understand then- based on this, the 'potential father' is not necessarily the winning one? Or am I misunderstanding?

 

Some way in debug or tracking to check each fathers sperm count would go a long way in troubleshooting this, I think. That way you could definitively tell if the 'winning' fathers sperm count is being calculated correctly.

 

By all accounts, I believe you when you say it should all function appropriately. I just want to get down to the nitty gritty of seeing how far one must go to 'manipulate' the inevitable (as it does feel inevitable).

 

My case, specifically, is that the potential father (in my case Amren) was still being listed as the potential father more than 15 days later, right before all sperm was expunged at the end of the cycle (and I had only slept with him once).

 

Based on previous versions, I would think regardless of maximum sperm contributed in that moment, after the five days he would be out as the potential father. 

 

Lets look at the numbers by example. You said 300m is a good ceiling for that- and we are talking about receiving that much in one orgasm. My polling rate is per hour. If the sperm decayed at the lowest rate (you say 2m per poll) then each day 48m would decay. This means that he could not possibly be a potential father anymore after 6 days and 6 hours, if I did my math right, yes? So something here feels off to me- whether it be my polling not working correctly, the sperm not decaying appropriately, or the potential father not actually being marked right as the 'winner'.

 

Because this did not carry to term, I sadly have no way of confirming if he would have been the father, as I mentioned that this happened after the fertile period. I do have my fathers marked as the child race taker however, and I will experiment again to fully test which race wins out.

Posted
13 hours ago, DJShamrock said:

based on this, the 'potential father' is not necessarily the winning one? Or am I misunderstanding?

The potential father is the current winner, but it's not set in stone until conception occurs.

 

13 hours ago, DJShamrock said:

My case, specifically, is that the potential father (in my case Amren) was still being listed as the potential father more than 15 days later, right before all sperm was expunged at the end of the cycle (and I had only slept with him once).

That doesn't sound right at all. I'll run some test and add some sperm count debugging to make sure the algorithm is still doing what it should be.

Posted
4 minutes ago, Narue said:

The potential father is the current winner, but it's not set in stone until conception occurs.

 

That doesn't sound right at all. I'll run some test and add some sperm count debugging to make sure the algorithm is still doing what it should be.

I'm very glad I'm not crazy then haha. I eagerly await the results, and good to know.

  • 2 weeks later...
Posted

I got a lot of lines in the log from HandlerQuest::UpdateStatusAll(), stating that .GetName() can't be called on a none object.

 

As a fix I added a small helper to storage as .GetName() is also used there in TrackedActor/FatherAdd():

;>> pP Helper
; from CK: Many wilderness cells don't have a location assigned to them, thus this function will return none.
; => ERROR: Cannot call GetName() on a None object, aborting function call
; => 	[_JSW_BB_HandlerQuest (B3000D62)]._jsw_bb_storage.TrackedFatherAdd() - "_JSW_BB_Storage.psc" Line ?
string function GetCurrentLocationName(actor akActor)
	if (akActor.GetCurrentLocation())
		return akActor.GetCurrentLocation().GetName()
	endIf
	return "Skyrim"
endFunction
;<< pP Helper

 

Fix for UpdateStatusAll():

function UpdateStatusAll(bool isRegularPoll = true)
{Check for new actors and update all current tracked actors}
	[...]
		
		; Add any new men to the father tracking list
		[...]
			if (Storage.TrackedFathers.Find(actors[n]) != -1)
				;Storage.LastFatherLocation[Storage.TrackedFathers.Find(actors[n])] = (actors[n] as Actor).GetCurrentLocation().GetName()
				Storage.LastFatherLocation[Storage.TrackedFathers.Find(actors[n])] = storage.GetCurrentLocationName(actors[n] as Actor)
			endIf
		endWhile
	endIf

	; Add any new women to the tracking list
	while (n)
		[...]
		
		if (Storage.TrackedActors.Find(actors[n]) != -1)
			;Storage.LastMotherLocation[Storage.TrackedActors.Find(actors[n])] = (actors[n] as Actor).GetCurrentLocation().GetName()
			Storage.LastMotherLocation[Storage.TrackedActors.Find(actors[n])] = (storage.GetCurrentLocationName(actors[n] as Actor))
		endIf
	[...]

Edit: fixed fix as I read the log wrong... :(

Posted
On 2/10/2020 at 3:34 AM, Pakman53 said:

Is this mod compatible with Hentai pregnancy?

Also is it safe to install this mid game?

 

It should be safe to install mid-game.

 

IIRC both mods use nioverride, so they should be compatible and not, for example, fight over the belly node. Is there a reason you want to use both simultaneously?

Posted
2 hours ago, Content Consumer said:

It should be safe to install mid-game.

 

IIRC both mods use nioverride, so they should be compatible and not, for example, fight over the belly node. Is there a reason you want to use both simultaneously?

yea i wanna know which one is better

Hentai pregnancy has a bug where child npcs wont be born

Posted
3 hours ago, Pakman53 said:

yea i wanna know which one is better

Hentai pregnancy has a bug where child npcs wont be born

I'm running into issues at the moment where it won't recognize father characters' race and defaults it to the mother, other than that I've also run into problems with this mod regarding housing mods that are hearthfire compatible, so if I were you I'd start with a vanilla/hearthfire house and not a modded one. I have no idea how to get 6 kids at once since only modded houses can do it for instance.

Posted
9 minutes ago, DJShamrock said:

I'm running into issues at the moment where it won't recognize father characters' race and defaults it to the mother, other than that I've also run into problems with this mod regarding housing mods that are hearthfire compatible, so if I were you I'd start with a vanilla/hearthfire house and not a modded one. I have no idea how to get 6 kids at once since only modded houses can do it for instance.

Do you have Blackthorn?

Posted
2 hours ago, Pakman53 said:

Do you have Blackthorn?

I'm unfamiliar, unless its that Rift housing project mod. But tmk any non vanilla/hearthfire home even WITH hearthfire support and/or extended adoptions will not work- though the mod seems to suggest it should, so idk. But the comments on the Nexus are filled with the same results as me and I believe the mod author has pointed a finger at Hearthfire just... being very badly designed for modification like this lol. So maybe its a coin toss, idk.

Posted
2 hours ago, DJShamrock said:

I'm unfamiliar, unless its that Rift housing project mod. But tmk any non vanilla/hearthfire home even WITH hearthfire support and/or extended adoptions will not work- though the mod seems to suggest it should, so idk. But the comments on the Nexus are filled with the same results as me and I believe the mod author has pointed a finger at Hearthfire just... being very badly designed for modification like this lol. So maybe its a coin toss, idk.

shame

Posted

tras tener a mi hijo me venta una busqueda "Padre orgulloso" "mi bebé necesita atención", pero no se que hay que hacer aquí, por favor ayuda "

 

After having my son I sold a search "Proud Father" "my baby needs attention", but I don't know what to do here, please help, because at the same time the baby disappears "

 

Posted

Hello! installed your mod, but the enable mod button is not active. I press - no result. What can be a conflict with mods? (Skyrim LE)

Posted
9 hours ago, Bora said:

Hello! installed your mod, but the enable mod button is not active. I press - no result. What can be a conflict with mods? (Skyrim LE)

This is an incredibly dumb thing to ask but how long did you wait to make sure it didn't do anything? For some reason this mod's MCM (literally no others I use are like this so I can't begin to speculate why it is) is incredibly laggy when you try to enable it at first, and it might take a good 5 seconds to 'check' mark itself as enabled and you can continue changing settings. See if you can't just click on the empty box near enable and give it a good few seconds to see if it enables. Otherwise, I don't know.

Posted
16 hours ago, Bora said:

Hello! installed your mod, but the enable mod button is not active. I press - no result. What can be a conflict with mods? (Skyrim LE)

I think you have to wait or a while, everytime I start a new game the mod activates after Hegel on my way to Riverwood without issues, you just have to wait

Posted
18 hours ago, Bora said:

Hello! installed your mod, but the enable mod button is not active. I press - no result. What can be a conflict with mods? (Skyrim LE)

It takes a few seconds. When you enable the mod from the MCM, it performs a cell scan for actors and runs the status update for all of the detected women. After that the box will check itself and you're good to go.

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