I'm running out of things to do with this mod in terms of features. Future plans include a full rewrite that takes better advantage of SKSE64, SkyUI, and Papyrus utilities when everything becomes available.
SKSE64 alpha note: The SKSE-specific features all work perfectly right out of the box, so this mod is compatible right now and should remain so regardless of SKSE64 version. I still recommend caution though, because interaction with other mods could still cause issues until the first stable release of SKSE64.
Following the axiom that a project is never completed, only rewritten or abandoned, I've already begun working on a complete rewrite of Basic Pregnancy Cycle using the following goals from lessons learned the last two months:
* Script-light. This has always been a primary goal. The code has been optimized even further. * Reader-friendly. Nothing would make me happier than folks being interested enough to look under the hood. * Back to basics for the core functionality. The original design goal is still strong: fertility is a metric that players should be aware of, but it shouldn't be obtrusive. It should be as silent or as loud as one wants. * Make better use of SKSE now that it's reasonably stable in Special Edition. BPC was written to SSE limitations from August 2017. Things have changed, so the mod should change. * Show love to both Oldrim and SSE players[1]. I play both, and don't want to forget about anyone. * Offer a solid MCM with better configurability and shiny stuff. * Modularized[2]! With SKSE being available for both games, I can now use mod events. Those are way more convenient than SM Event nodes. * Better script design. The algorithms remain largely the same (I didn't want to change the feel of the mod), but the one monolithic script was desperately in need of refactoring. * User-friendly help messages as you learn the system.
Right now the core functionality is in place and in testing. By core functionality I mean everything from first time load to the end of a pregnancy (excluding actual birth). Birth, children, and family building are definitely in the cards. But without a solid foundation, anything else will fall flat. That's one reason why I wanted to do this rewrite.
When it's complete I'll probably release it as a new mod that supersedes Basic Pregnancy Cycle (the current working name is "Fertility Mode" as a bit of an inside joke). Rest assured, I have no intention of halting work on BPC. It's simply at the point where it's complete enough to look toward the future.
If anyone is interested in private beta testing, send me a PM and you can see what I'm working on as well as help direct the development. And as always, if your skill set involves models and textures, I'll be happy to send both appreciation and money your way for commissions.
[1] This means my ideal of StorageUtil to handle tracked actors will be available for Oldrim, but until it's ported, SSE will still need to settle for the awkward array-based approach. However, I've written the code such that this update should be relatively seamless.
[2] Patches were getting tedious and messy. With the new architecture, extensibility will be a matter of handling events rather than buggering up the core mod unless core changes are needed (hopefully not, because that means I failed as a designer).
I have SKSE64 installed, but I can't get the belly to grow. Do I need any additional mods? I have the same issue with CBBE and the sliders in the race menu. (I know this isn't the right place to ask for help with CBBE, but I'm too tired to care)
Could U please convert this to Xbox it would be dope . Even just the raising kids part would be super cool if Bethesda wont let all the baby making parts in
couple of questions. would this mod conflict with the hentai pregnancy mod? i also have some mods installed involving intercourse with werewolves, would this mod come into play when sex happens between a playable race npc and a non playable race npc? If so, would this conflict with the soul gem pregnancy mod (plugin for the hentai pregnancy mod, makes it so that impregnation by werewolves and such result in a filled soul gem)? since there's no actual child race for them, if a khajiit or argonian are impregnated, will they pop out a default nord child, or will they pop out a shrunken down version of themselves?
I love this mod and gave birth to two children successfully, but the third will not act like my daughter, she will only say “hi there” and “yes?” Is there anything I can do to fix this?
I've run into an issue with the configuration power. More specifically, the misc. options menu is too wide for the screen, so I can't exit the menu once I click on it. It doesn't matter if I'm playing in windowed mode or fullscreen, it's always too wide to fit all the options.
EDIT: Also, the dialogue patch doesn't seem to do anything. Does the spouse have to be a vanilla race for it to work?
I liked this concept when I first saw it. I decided to try it out mid-playthru. Am playing as male married to Carlotta (0ldrim). I have the config options but I haven't been able to get her pregnant over the weekend. Perhaps I missed something. Could some1 that was successful explain to me how /what they did to get it to work? Is Fertility Mode Mod required? I can't tell from Carlotta's point of view what is going on with her?? Will provide additional Set Percentages or other values if need to. Thnx
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SKSE64 alpha note: The SKSE-specific features all work perfectly right out of the box, so this mod is compatible right now and should remain so regardless of SKSE64 version. I still recommend caution though, because interaction with other mods could still cause issues until the first stable release of SKSE64.
* Script-light. This has always been a primary goal. The code has been optimized even further.
* Reader-friendly. Nothing would make me happier than folks being interested enough to look under the hood.
* Back to basics for the core functionality. The original design goal is still strong: fertility is a metric that players should be aware of, but it shouldn't be obtrusive. It should be as silent or as loud as one wants.
* Make better use of SKSE now that it's reasonably stable in Special Edition. BPC was written to SSE limitations from August 2017. Things have changed, so the mod should change.
* Show love to both Oldrim and SSE players[1]. I play both, and don't want to forget about anyone.
* Offer a solid MCM with better configurability and shiny stuff.
* Modularized[2]! With SKSE being available for both games, I can now use mod events. Those are way more convenient than SM Event nodes.
* Better script design. The algorithms remain largely the same (I didn't want to change the feel of the mod), but the one monolithic script was desperately in need of refactoring.
* User-friendly help messages as you learn the system.
Right now the core functionality is in place and in testing. By core functionality I mean everything from first time load to the end of a pregnancy (excluding actual birth). Birth, children, and family building are definitely in the cards. But without a solid foundation, anything else will fall flat. That's one reason why I wanted to do this rewrite.
When it's complete I'll probably release it as a new mod that supersedes Basic Pregnancy Cycle (the current working name is "Fertility Mode" as a bit of an inside joke). Rest assured, I have no intention of halting work on BPC. It's simply at the point where it's complete enough to look toward the future.
If anyone is interested in private beta testing, send me a PM and you can see what I'm working on as well as help direct the development. And as always, if your skill set involves models and textures, I'll be happy to send both appreciation and money your way for commissions.
[1] This means my ideal of StorageUtil to handle tracked actors will be available for Oldrim, but until it's ported, SSE will still need to settle for the awkward array-based approach. However, I've written the code such that this update should be relatively seamless.
[2] Patches were getting tedious and messy. With the new architecture, extensibility will be a matter of handling events rather than buggering up the core mod unless core changes are needed (hopefully not, because that means I failed as a designer).
I have the same issue with CBBE and the sliders in the race menu. (I know this isn't the right place to ask for help with CBBE, but I'm too tired to care)
https://www.nexusmods.com/skyrim/mods/29249
EDIT: Also, the dialogue patch doesn't seem to do anything. Does the spouse have to be a vanilla race for it to work?