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Posted
2 hours ago, Maion said:

Hi there, just a slight problem, the baby is not growing up into a child, I waited(well played) the 10 days, and nothing happened, then tried to wait for another few days ('T' wait this time) both outside the house and inside and the kid stays a baby, is there a way to have it grow up forcibly, or give it some juice? I am running MME too so maybe this kid got hooked on my milk and is being stubborn...

Is it a vanilla hearthfire home with child beds, do you have an available adoption slot, do you have the option enabled for it to become a child, and are you in a different cell when it should grow up? If any of these is no, it won't work.

Posted
8 hours ago, DJShamrock said:

Is it a vanilla hearthfire home with child beds, do you have an available adoption slot, do you have the option enabled for it to become a child, and are you in a different cell when it should grow up? If any of these is no, it won't work.

Yes to all, except I do not think I was outside the house when it was supposed to grow up, do you have to be somewhere else at the exact time or will it grow up afterwards also, or do I have to wait another 10 days?

Posted
On 4/5/2020 at 3:40 AM, Maion said:

Yes to all, except I do not think I was outside the house when it was supposed to grow up, do you have to be somewhere else at the exact time or will it grow up afterwards also, or do I have to wait another 10 days?

That's a good question that @Narue will have to answer because I'm not sure. To my understanding it's a one and done deal so if you're in the house when its supposed to go Baby->Child you might be screwed.

Posted
20 hours ago, DJShamrock said:

That's a good question that @Narue will have to answer because I'm not sure. To my understanding it's a one and done deal so if you're in the house when its supposed to go Baby->Child you might be screwed.

Nah, the requirements are checked on each polling cycle until the child is spawned.

Posted
3 hours ago, Narue said:

Nah, the requirements are checked on each polling cycle until the child is spawned.

Now I'm very curious, because if I recall correctly, when the baby has grown enough to become a child in the past for me if I didn't have a hearthfire home the child would sort of... spawn into space, teleporting around with me occasionally. This might have been on an older patch as I tend not to make that mistake anymore, but I would really like to know how to get this to work with modded homes that utilize Hearthfire, because I have never seen it work outside vanilla housing.

Posted

Out of interest, has anyone managed to get the pregnancy to show on CBBE/3BBB? All I've managed to do is render my Sexlab from fully functional to the usual 'stand next to eachother doing nothing' bug and making my charcters boobs jiggle. Just double and triple checking it's actually doable at the moment, as once I get my animations working again, I'll likely want to keep trying.

Posted

Hello @Narue, and anyone kind enough to listen.

 

I'm dipping my toes into modding for the first time and I want to create a mod that adds quests upon impregnating certain npcs. Lets say for example that the player has impregnated Ysolda in Whiterun. Within a month of conception (the mod would assume the player has pregnancy length set somewhat long) you'd receive a letter from her and a quest line would follow afterwards. A good way to describe it would be like a sequel to amorous adventures focused around the consequences of knocking up the various women of Skyrim.

 

My question is if it would even be possible to achieve something like this this? I'm still learning the creation kit so I'm not 100% on what is and isn't doable yet. I would assume that it could be set up through quest conditions? If so I'd appreciate anyone who can tell me what kind of conditions I'd need to set up. 

 

Thanks to Narue for making such great mod.

Posted

@Narue

As usual i had one of my crazy ideas (and you're the one who has to figure it out ;)).

 

Is there a way for you to separate 'creatures' from 'humanoids' in regards to a possible pregnancy?

 

Humanoids like Rieklings, Falmer and Giants (ouch!) should be possible. Draugr and Vampires are debatable (they are undead but i never heard of undead sperm).

 

 

*shudder*

Why do i now have to think of zombie sperm munching through your body? I'll never get that image out of my head... ?

Posted
18 hours ago, Aylis said:

Yep, works fine here (with the mod 'Wrong Body').

  Hide contents

Aylis4.jpg

 

Did you set FM to 'bodymorph'?

  Hide contents

SkyrimSE 2019-08-23 18-46-57.png

 

 

Well, damn. Yeah, I've played with the method, and it comes with scaling as default. I guess I've done something wrong. Fixed my sex anims, but them belly just refuses to grow. I don't suppose I could be extremely cheeky and ask whether you would be willing to zip up your body and morph/armor files, and drop them here or on a MEGA would you? Pretty please? I've been trying to get this working since I last posted with no luck, and at least that way I have no worries that I've done something wrong with the body or Bodyslide, and can focus on the mods, settings, and skeleton.

Posted
20 hours ago, Daguy said:

Out of interest, has anyone managed to get the pregnancy to show on CBBE/3BBB?

I have.  don't forget you need to build morphs in bodyslide by ticking the box in the lower left next to batch build.  if there isn't a .tri file created along with the _0.nif and the _1.nif for any given mesh then morphs won't affect it

Posted
On 4/7/2020 at 4:16 PM, DJShamrock said:

Now I'm very curious, because if I recall correctly, when the baby has grown enough to become a child in the past for me if I didn't have a hearthfire home the child would sort of... spawn into space, teleporting around with me occasionally. This might have been on an older patch as I tend not to make that mistake anymore, but I would really like to know how to get this to work with modded homes that utilize Hearthfire, because I have never seen it work outside vanilla housing.

Yes, that happened in an older version due to an error in the order of operations. I would spawn the child, then do location and housing checks. The result was that you'd see a child spawn and quickly despawn. That was corrected where I now perform the location and housing checks at the top level, then perform the spawn when those checks succeed.

 

For modded homes, you need an additional mod: Hearthfire Multiple Adoptions. This will increase your adoption limit to 6 and also give you a Bless Home spell that when cast inside a mod-added home will let your children live there, provided the mod-added home has child's beds and is Hearthfire-compatible. Also, with Fertility Mode you need to make sure that the HMA patch is installed so that Fertility Mode recognizes it.

On 4/7/2020 at 11:58 PM, tod howard said:

Hello @Narue, and anyone kind enough to listen.

 

I'm dipping my toes into modding for the first time and I want to create a mod that adds quests upon impregnating certain npcs. Lets say for example that the player has impregnated Ysolda in Whiterun. Within a month of conception (the mod would assume the player has pregnancy length set somewhat long) you'd receive a letter from her and a quest line would follow afterwards. A good way to describe it would be like a sequel to amorous adventures focused around the consequences of knocking up the various women of Skyrim.

 

My question is if it would even be possible to achieve something like this this? I'm still learning the creation kit so I'm not 100% on what is and isn't doable yet. I would assume that it could be set up through quest conditions? If so I'd appreciate anyone who can tell me what kind of conditions I'd need to set up. 

 

Thanks to Narue for making such great mod.

Yes, that's totally possible. I don't currently fire any events for conception though, so with the present implementation of Fertility Mode you'd need to use script to introspect the tracking metrics and global variables and run it on a polling timer similar to how Fertility Mode handles tracking updates.

 

Off the top of my head, something like this would be my first draft of the manager quest script:

_JSW_BB_Storage Property Storage  Auto

GlobalVariable Property PollingInterval  Auto
GlobalVariable Property PregnancyDuration  Auto

int Property QuestStartThreshold  Auto
Actor[] Property QuestStarters  Auto
Quest[] Property Quests  Auto
int[] Property LastDayRun  Auto

event OnInit()
	RegisterForSingleUpdateGameTime(PollingInterval.GetValue())
endEvent

event OnPlayerLoadGame()
	RegisterForSingleUpdateGameTime(PollingInterval.GetValue())
endEvent

event OnUpdateGameTime()
  int n = 0

  while (n < Storage.TrackedActors.Length)
      int today = Utility.GetCurrentGameTime() as int
      int lastConception = Storage.LastConception[n] as int
      int pregnantDay = (today - lastConception)

      if (pregnantDay >= QuestStartThreshold.GetValueInt())
          ; The actor is pregnant, check if she's a quest starter
          int starterIndex = QuestStarters.Find(Storage.TrackedActorGet(n))
          int lastRun = LastDayRun[starterIndex]

          if (starterIndex != -1 && !Quests[starterIndex].IsRunning() && (lastRun == 0 || lastRun < lastConception))
              Quests[starterIndex].Start()
              LastDayRun[starterIndex] = today
          endIf
      endIf

      n += 1
  endWhile
  
  RegisterForSingleUpdateGameTime(PollingInterval.GetValue())
endEvent

 

Posted
5 hours ago, Narue said:

Yes, that's totally possible. I don't currently fire any events for conception though, so with the present implementation of Fertility Mode you'd need to use script to introspect the tracking metrics and global variables and run it on a polling timer similar to how Fertility Mode handles tracking updates.

 

Off the top of my head, something like this would be my first draft of the manager quest script:


_JSW_BB_Storage Property Storage  Auto

GlobalVariable Property PollingInterval  Auto
GlobalVariable Property PregnancyDuration  Auto

int Property QuestStartThreshold  Auto
Actor[] Property QuestStarters  Auto
Quest[] Property Quests  Auto
int[] Property LastDayRun  Auto

event OnInit()
	RegisterForSingleUpdateGameTime(PollingInterval.GetValue())
endEvent

event OnPlayerLoadGame()
	RegisterForSingleUpdateGameTime(PollingInterval.GetValue())
endEvent

event OnUpdateGameTime()
  int n = 0

  while (n < Storage.TrackedActors.Length)
      int today = Utility.GetCurrentGameTime() as int
      int lastConception = Storage.LastConception[n] as int
      int pregnantDay = (today - lastConception)

      if (pregnantDay >= QuestStartThreshold.GetValueInt())
          ; The actor is pregnant, check if she's a quest starter
          int starterIndex = QuestStarters.Find(Storage.TrackedActorGet(n))
          int lastRun = LastDayRun[starterIndex]

          if (starterIndex != -1 && !Quests[starterIndex].IsRunning() && (lastRun == 0 || lastRun < lastConception))
              Quests[starterIndex].Start()
              LastDayRun[starterIndex] = today
          endIf
      endIf

      n += 1
  endWhile
  
  RegisterForSingleUpdateGameTime(PollingInterval.GetValue())
endEvent

 

Oh boy, that's a lot of code that I don't understand yet. COVID-19 has me jobless though so I guess I'll have plenty of time to learn, lol. Thanks for the reply. Do you know of any good resources to learn scripting aside from, of course, the creation kit wiki?

Posted
6 hours ago, Narue said:

Yes, that happened in an older version due to an error in the order of operations. I would spawn the child, then do location and housing checks. The result was that you'd see a child spawn and quickly despawn. That was corrected where I now perform the location and housing checks at the top level, then perform the spawn when those checks succeed.

 

For modded homes, you need an additional mod: Hearthfire Multiple Adoptions. This will increase your adoption limit to 6 and also give you a Bless Home spell that when cast inside a mod-added home will let your children live there, provided the mod-added home has child's beds and is Hearthfire-compatible. Also, with Fertility Mode you need to make sure that the HMA patch is installed so that Fertility Mode recognizes it.

Yes, that's totally possible. I don't currently fire any events for conception though, so with the present implementation of Fertility Mode you'd need to use script to introspect the tracking metrics and global variables and run it on a polling timer similar to how Fertility Mode handles tracking updates.

 

Off the top of my head, something like this would be my first draft of the manager quest script:


_JSW_BB_Storage Property Storage  Auto

GlobalVariable Property PollingInterval  Auto
GlobalVariable Property PregnancyDuration  Auto

int Property QuestStartThreshold  Auto
Actor[] Property QuestStarters  Auto
Quest[] Property Quests  Auto
int[] Property LastDayRun  Auto

event OnInit()
	RegisterForSingleUpdateGameTime(PollingInterval.GetValue())
endEvent

event OnPlayerLoadGame()
	RegisterForSingleUpdateGameTime(PollingInterval.GetValue())
endEvent

event OnUpdateGameTime()
  int n = 0

  while (n < Storage.TrackedActors.Length)
      int today = Utility.GetCurrentGameTime() as int
      int lastConception = Storage.LastConception[n] as int
      int pregnantDay = (today - lastConception)

      if (pregnantDay >= QuestStartThreshold.GetValueInt())
          ; The actor is pregnant, check if she's a quest starter
          int starterIndex = QuestStarters.Find(Storage.TrackedActorGet(n))
          int lastRun = LastDayRun[starterIndex]

          if (starterIndex != -1 && !Quests[starterIndex].IsRunning() && (lastRun == 0 || lastRun < lastConception))
              Quests[starterIndex].Start()
              LastDayRun[starterIndex] = today
          endIf
      endIf

      n += 1
  endWhile
  
  RegisterForSingleUpdateGameTime(PollingInterval.GetValue())
endEvent

 

Ah, maybe I was missing this patch you're talking about then- because at the time I had the HMA mod, as well as a HF home with child beds and it was not working. Where is this HMA patch if you wouldn't mind pointing me in the right direction? I don't recall seeing one for FM.

Posted
17 hours ago, tod howard said:

Oh boy, that's a lot of code that I don't understand yet. COVID-19 has me jobless though so I guess I'll have plenty of time to learn, lol. Thanks for the reply. Do you know of any good resources to learn scripting aside from, of course, the creation kit wiki?

CPU wrote a guide for Papyrus, but it's more geared toward folks who already know the basics of programming. I'll attach it regardless, because it can still be helpful. For programming in general, I'd say search for tutorials and videos that cover programming for beginners. The language doesn't matter because the concepts apply to any language.

16 hours ago, DJShamrock said:

Ah, maybe I was missing this patch you're talking about then- because at the time I had the HMA mod, as well as a HF home with child beds and it was not working. Where is this HMA patch if you wouldn't mind pointing me in the right direction? I don't recall seeing one for FM.

It's part of the installer. On one of the pages you'll get the option to select one of the patch combinations.

Papyrus for Skyrim Guide.pdf

Posted
8 hours ago, Narue said:

CPU wrote a guide for Papyrus, but it's more geared toward folks who already know the basics of programming. I'll attach it regardless, because it can still be helpful. For programming in general, I'd say search for tutorials and videos that cover programming for beginners. The language doesn't matter because the concepts apply to any language.

It's part of the installer. On one of the pages you'll get the option to select one of the patch combinations.

Papyrus for Skyrim Guide.pdf 924.27 kB · 1 download

Oh, in that case I must have it (I definitely would not purposefully avoid having it if it were presented to me). Unless for some reason installing through Vortex with the SL.rar wouldn't show the FOMOD like it would for Nexus but tmk manual install and auto install through Vortex yields the same results.

Posted
12 hours ago, Narue said:

CPU wrote a guide for Papyrus, but it's more geared toward folks who already know the basics of programming. I'll attach it regardless, because it can still be helpful. For programming in general, I'd say search for tutorials and videos that cover programming for beginners. The language doesn't matter because the concepts apply to any language.

It's part of the installer. On one of the pages you'll get the option to select one of the patch combinations.

Papyrus for Skyrim Guide.pdf 924.27 kB · 4 downloads

Thank you for posting this link!

 

I've already found the PDF a lot more informative than other material I've browsed through.

I'm trying to learn to script so I can tinker with some existing mods, and maybe make some new ones of my own.

Posted

Did anyone figure out how to reduce the sperm life for NPCS im getting tired of having to manually remove it with the mcm.

Posted
12 hours ago, AxeMEMES said:

Did anyone figure out how to reduce the sperm life for NPCS im getting tired of having to manually remove it with the mcm.

I think the only way to do that is reducing the polling interval so that it updates a reduced sperm count more frequently, but tmk the default is already 1 hr at the lowest. If you have it set to that, how often does yours last? I don't typically keep sperm longer than a day or two at most when it polls every hour, so if its longer than that per male I'd say something might not be working correctly.

Posted
2 hours ago, DJShamrock said:

I think the only way to do that is reducing the polling interval so that it updates a reduced sperm count more frequently, but tmk the default is already 1 hr at the lowest. If you have it set to that, how often does yours last? I don't typically keep sperm longer than a day or two at most when it polls every hour, so if its longer than that per male I'd say something might not be working correctly.

its for the female npcs.... they seem to keep sperm for a very long time. its only like 10 every hour

Posted
On 1/31/2020 at 5:10 PM, Narue said:

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. ;)

FLP has Spell Power of communication bw species, which allows you to turn anything ingame into a follower and unlock full dialogue options, Including children, Likes of Elisif, dogs and practically everything. You can toggle whether it can be used on humans or beasts.

 

Further the said mod can also let children join combat by itself which is toggable.

 

Every "target" marked by it will enable full follower options including combat, wardrobe, MHIYM etc

 

Could help you. I have tested and tried it to get around 70 followers, many of which are not recruit-able by Vanilla game or even FG-AA questline.

 

;)

  • 2 weeks later...
Posted

So, I attempted to search previous posts, and read through before asking..  but...

 

1) SLIF  /  3bbb (CBBE based i guess?)  suport ? and or instructions on how to set up to work with this mod?

    (Milk MOd has some instructions seem be be centered around setting something to "default" and "percentages"  and then under bodymorphs setting the max size you want things to be able to inflate too)

 

2) As a female player.  Am I to understand that regardless of what i select in child's race (father/mother/etc)  that the child will always be female?  Would you consider changing that in subsequent additions so that that - perhaps one day your enslaved by a pack of feral wolves, or a dremora, until you bring forth a child for them?

 

3)  If i might tender an argument in favor of baby items turning into child actors with little to know restrictions (unless imposed by the game and not covered by multiple adoptions or something)..   suppose you and your family live in a cave, or beastess lair or are otherwise shunned by npcs?

 

 

Either way, it definately feels lighter weight than beeingfemale.. thanks!

 

 

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