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Wasteland Eggspansion is a pregnancy mod centred around laying eggs. Intended to be something light-hearted, embracing the ridiculous side of Fallout. Pregnancies are initiated without sex. The experience is customizable. Be sure to check whether the default MCM settings suit your needs. Please note that there are no quests to complete or NPCs. This is a background mod, not the main course.

 

What it does

  • Makes the player character or companions eager egg-layers.
  • You get started by finding and consuming an item. One can be found near the statue next to the Sanctuary bridge.
  • Contact in combat and eating food act as triggers for unlocking new egg types.
  • At the beginning, the capacity to carry eggs is limited, but it will improve gradually. The size of the belly is connected to how many and what type of eggs the egg-layer is carrying. 
  • Simple labour effects: moans, crouching, eggs dropping on the ground one by one and controller rumble. Can be turned off. 
  • Supports most of the vanilla, DLC and some of the Mojave species. 

 

List of eggs types

Most eggs are consumable items meant to be either sold or to be used for crafting using the cooking station.

Spoiler

Normal eggs - All unlockable gradually by consuming jellies. Food, combat encounters and/or sex help if applicable.

- Angler*

- Bloatfly

- Bloodbug

- Bloodworm

- Cave Cricket

- Cazador

- Deathclaw*

- Fog Crawler*

- Gatorclaw*

- Gecko* (4 variants)

- Giant Ant (2 variants)

- Gulper*

- Hermit Crab*

- Iguana*

- Mantis

- Mirelurk

- Mirelurk Hunter

- Mirelurk King

- Mirelurk Queen

- Nightstalker (2 variants)

- Rad Chicken*

- Radroach

- Radscorpion*

- Stingwing

* Rare bigger version exist. Usually triggered by growth spurts.

 

Exceptions best discovered by accident (actual spoilers, not just hiding data for a cleaner page)

Spoiler

- Alien Squid and Alien Worm eggs - Ninja jelly unlocks. Getting hit by alien blaster fire, Zetan themed mod(s) needed. Player only.

- Bloodworm - Normal jelly/food/combat unlock, but worms may hatch and escape during labor. Worm spawns require Nuka-World DLC.

- Experiment eggs - Ninja jelly unlock. Dropped by raiders. Animated Tentacles mod needed for hatching mechanic triggered by dropping the egg from inventory.

- Fish eggs - Extra eggs triggered sometimes when swimming.

- Irratiated eggs - Extra eggs added sometimes due to radstorm exposure.

- Holiday eggs - Optional Rad Chicken egg conversion during holidays. Consuming Yum Yum Deviled Eggs adds more.

- Quantumclaw, Quantumgator and Nukalurk eggs - Quantum consumable induced conversion during suitable pregnancy.

 

 

Buffs, debuffs and perks

Full documention incoming at a later date. Possibly.

Spoiler

Species-specific pregnancy perks. All can be turned off from the MCM (ON/OFF beneficial/detrimental).

 

Chill: +2 charisma and +2 luck.

Diver: +2 strength and underwater breathing. +500 radiation resistance when exposed to radioactive water.

Fireproof: +100 fire resistance, +2 endurance and +1 heal rate.

Gojira: +2 endurance, +2 strength, +50 damage resistance, +500 fire resistance, +300 energy resistance and +300 radiation resistance.

Hivemind: +2 intelligence and +2 charisma.

Hoarder: +100 carry weight and +20 damage resistance.

Hunter: +5% weapon damage and 2x experience from kills. +2 perception and underwater breathing.

Hyper: 15% faster movement. +2 perception.

Immortal: +200 health and +2 heal rate.

Pointy: +5% melee damage and +2 strength.

Protected: +500 radiation resistance.

Rage: +2 strength and +5% unarmed damage.

Resistant: +100 poison resistance and +2 endurance.

Royalty: +2 strength and +2 charisma. Underwater breathing and +500 radiation resistance when exposed to radioactive water.

Scaly: +20 damage resistance, +100 energy resistance and +200 radiation resistance.

Stalker: +500 poison resistance and 20 seconds of stealth at the start of combat.

Super: 2x jump height. 99% less fall damage.

Survivor: +2 perception.

Thick-shelled: +50 damage resistance and +200 radiation resistance.

 

Animation-related egg addition:

Incubator: +100 health and +2 strength.

Extra/unused perk that can appear only in random mode:

Immune: +10 endurance.

Radstorm egg addition:

Oops: +1000 radiation resistance.

 

Jelly addiction & empty womb debuff is -2 charisma, -2 intelligence and -2 perception if the feature is on. Displayed in active effects.

 

 

Version 0.44 requirement changes: 1) Robco Patcher and its requirements. 2) SUP F4SE update might be necessary. Version 11+ is now the minimum.

 

Hard requirements. All of these are of general use and non-negotiable.

 

 

Optionals. Not-so-general-use but provide additional "stuff".

  • For dripping fluids during labor 'Zaz Particle Effects.esp' from UAP
  • Base Object Swapper and its requirements for spawning consumable items into the world. 

 

 

Might be of interest

  • Immersive Animation Framework for eating and drinking animations for jellies and concoctions.

  • MCM Booster for faster loading menus.

  • Quick trade for accessing quickly companion inventories.

  • Zetan-themed mods available on Nexus.

  • Mojave Wasteland species additions available on Nexus.

  • A more suitable crouching animation (maybe this?) if using the good old crouching method for labor.
  • UI mod of your choice to make message boxes better and prettier.

 

 

Random information

  • For male character belly morphs this might be needed: Male Morph Support
  • Supported body types: CBBE, TWB, Fusion Girl, Janebod and Bodytalk. For other bodies custom sliders can be used, but if the body type doesn't have a pregnancy belly slider, not much can be done. 

  • All egg types can be unlocked even without the DLCs and associated mods. The necessary consumable item is found by dumpster-diving and is often dropped by raider types. If you are on an old save, visiting new areas or places that haven’t been visited lately does the trick. Or sleeping a month until the cells reset..
  • Making companions egg-layers works by putting jellies or jellied food into their inventory. Amount of egg-laying companions/NPCs is limited to 20.
  • Companions won’t become egg-layers unless it makes sense for them to do so. If in a hurry and unable to wait to get the necessary companion affinity perk, sole survivors (or startmeuppers) are going to have to engage sneaky asshole mode and use a “jellied” food item in order to trick their egg-layer candidates. Recipes found inside magazine #1 and crafted items sometimes dropped by raiders. This can be bypassed with 10+ charisma or having a reputation as an egg-layer.

  • Pip-Boy perks indicate what's going on with the player character. For companion/npc information, the alien device and MCM hotkeys need to be used.

  • Jelly addiction and alien device influence system is designed to automate jelly consumption. Active effects in Pip-Boy show what's going on if the feature is enabled.

  • If an egg-layer is in "dormant" state, it means that a cure has been activated. Giving them either a speed or growth concoction resumes production. Alternatively, the device can be used to restart the production of a misbehaving egg-layer.

 

 

Mod management

Can't recommend updating during labor due to the numerous changes, but is probably fine in other states.

 

 

Current state of the mod and future plans

For now, the mod is done. Bug fixing continues when needed. Any kind of big update or "an actual release" is a long way off.

 

Things left to do:

  • A few lore-friendly eggs types haven't made it into the mod yet and some egg textures still need improving.
  • A few random small-scale and self-contained shenanigans and environmental triggers for them.
  • Workshop shelves and nests as displays for eggs. Need to stop adding and changing eggs before it can happen.
  • Some structural changes and cutting down a few unnecessary features and options.

 

 

Known issues and frequent topics

  • AI generated voices sound terrible. Most of them were generated using xVASynth version 1 or 2 voice models. I won't be updating the sound files anytime soon unless there's a monumental jump in quality open source based solutions can provide. A posh sounding British Curie or 'Murican Cait is probably something to avoid. RVC perhaps.
  • No jellies to be found inside rubbish bins or dumpsters. Either the area was already discovered before or there’s a scarcity mod getting rid off the items? Vendors, killing raiders and Basic Object Swapper might be of help.
  • Alien device displays rubbish and is slow. The device isn’t supposed work properly at the beginning. There’s MCM setting to skip this phase and have the device fully running immediately. The feature will be later removed.
  • Companions engage incessant sandboxing derp mode inside settlements and squatting may not happen during labor.
  • Morphs if the same sliders are used multiple times. Can't be fixed.
  • Egg hatching and offspring. There are two random happenings that can result in eggs hatching. As for offspring, FPER/WDF and Mojave Geckos already do that. The latter is integrated as much as it can be: bigger Gecko eggs come out as hatchable eggs if the mod in question is installed.

 

 

Disclaimer and warnings

  • This is about gestating and popping out eggs of imaginary mutated species. One might find that distasteful.
  • Sufferers of survival realism derangement may find everything lacking in dreadful misery.
  • Stable Diffusion 1.5/SDXL were used to help texture creation. xVaSynth, Tortoise TTS and XTTS v2 were used to voice NPCs. Voices can be turned off from the MCM, but without textures there would be no mod.

 

 

Credits and sources for inspiration
A lot of ideas, mainly the labor system, come from MorePrinniesDood's excellent EggFactory

Fallout Vore convinced me that interacting with the vanilla game mechanics is the way to go.

pepertje's Fertile Breeder lore inspired me to do this mod in the first place and gave a handy way to explain who/what is behind the nonsense.

Tool tinkerers, general use mod makers, guide writers and information sharers.

Kendri for the ideas of jelly activation option for pregnancies and burst mode for egg output.

 

Edited by Alfakentauri
Updated most of the blaablaa


What's New in Version 0.44

Released

Version 0.44

- Added optional Base Object Swapper configuration file for spawning extra jellies into the world in a non-container fashion.

- Added optional Robco Patcher configuration file for inserting jellies and concoctions into containers and vendor chests.

- Added Nuka-Cola Quantum and Yum Yum Deviled Eggs shenanigans during pregnancy for companions. Requires Robco Patcher to be installed in order to work. Items in question need to be given/traded in the same fashion as the jelly packets. NPCs won’t consume the item if a different anomaly has already happened during that particular pregnancy.

- Consuming jelly packets and concoctions triggers generic Immersive Animation Framework-based eating and drinking animations for the player if the mod in question and is installed. Requires Robco Patcher to be present.

- Replaced covers for magazines #9 and #10 with more eggsplicit displays of egg-laying action.

- Added optional health and AP buffs for consuming jelly items. Displayed in active effects. Up to five jellies are taken into account, giving +20 hp and +20 ap per jelly. The device has its own long-lasting industrial strength undiluted force feeding version (+100 hp and +100 ap). Happens rarely, but they stack if both features are on.

- Added labor and sickness sounds for Cait, Curie, Danse, Deacon and Piper using recycled vanilla game assets. Not much of a selection for pleasure, so they have a cooldown to prevent too frequent repeating.

- Some changes to companion commentary system making it more predictable. XTTS v2 treatment for Piper. Less robotic perhaps, but word emphasis can be strange.

- Version requirement of SUP F4SE changed from 8.0+ to 11.0+ due to internal changes.

- Never-ending cavalcade of small fixes and tweaks. Several issues related to starting fresh after stopping resolved. Went through all the perks and upped some of the benefits. Added missing logic to holiday eggs system.

- Capacity increases after every pregnancy regardless of experienced load level. Upped capacity increase rate slider max value.

 

 

Spoiler

Version 0.424 (small update)

- MCM option to limit the occurrence of growth spurts to concoctions only.

- MCM option for player labor: pushing eggs out manually using a hotkey. Can be used to speed up automatic labor also (or to make a mockery out of conversations).

- MCM option for player labor: ignore scene checks. Checks are on by default for automatic labor and continue to be always on for npcs.

- Added concoctions for resetting permanent body changes. Crafting recipes found inside magazine #6, both doctors and chem artists sell the bottles. Replaced the cover for magazine #6.

- Getting caught in a radstorm may result in unique consequences.

- Getting hit by alien blaster fire may cause additions. Player only.

- Added built-in support for NAF activities causing additions. Changed animation-induced anomaly chance to 100%, but it’s still once per pregnancy. Or not..

- Quantum version of Gatorclaw eggs. Player only.

- Added Halloween and Christmas themed Rad Chicken egg variants. If real world and in-game holidays collide, the order of precedence is Easter > Christmas > Halloween.

- Changed npcs to use the device override, but only if there has been no anomalies (radstorms, AAF/NAF/Vore additions, fishies) that cause species information to be saved for the next pregnancy.

- Bug/compatibility fix: added checks for consumable-related magic effects that should be only triggered by the player.

- Default settings re-evaluated and changed to improve the starting experience.

 

Version 0.423 (mini fix update)

- Added recall option messagebox for ten newest device messages. A separate MCM hotkey need to be set, see MCM/Communication. Messages are saved and can be recalled even if notifications are switched off. Device needs to be in inventory and fully readable for it to work.

- Widened pregnancy phase window for random growth spurts and slightly upped the chances. Big eggs can now multiply/divide during growth spurts.

- Gunners drop the same items as raiders (jellies, tricksy food items).

- Added a few generic pregnancy-related lines for Nick.

- Fixed alien device’s species selection option top row bug.

 

Version 0.422 (mini fix update)

- Perks Diver and Royalty should apply water breathing ability reliably and they give +500 radiation resistance when exposed to radioactive water (stacks).

- Made sprint failures a bit less annoying and decreased slowdown for heavy load pregnancies.

- Shortened some of the jargon-filled lines for Curie and added more things to say for Deacon.

- Don’t go waving your torpedo around Ann Codman - Tortoise tts test for a voice with some emotion.

 

Version 0.421 (small update)

- Added option to delay egg-pushing action for the player until combat is over.

- Added jellies to general traders’ selection of goods: Carla, Myrna, etc. Added both jellies and growth concoctions to chem dealers.

- Added night stalker eggs and a unique pregnancy trait for carrying them.

- More appropriate model for the alien device.

- Companion stats persist after cure and using a growth concoction or the device to restart egg production. Tricked egg-layers have a 10% chance to cure themselves after each pregnancy. After ten pregnancies it will no longer happen.

 

Version 0.42 (minor improvement update)

- Added Bloodworm eggs.

- Replaced magazine covers for issues #2 and #7 with more explicit displays of biology.

- Plentiful egg yields will make their exit in bursts in order to avoid unusually long birthing sessions.

- Egg dropping animations (that are alternative to vanilla game crouching mechanic) have been separated from sounds. Squatting to replace the old “standing dump”.

- Companions with maxed affinity can become egg-layers by giving them a jelly. Giving a cure concoction stops the production after recovery period is over or immediately if not pregnant.

- Added jelly-based food recipes that can be used to trick companions to become egg-layers or just make one’s jelly stash last longer. Unlocked by magazine #1.

- Alien device’s message section has “Scan results” listing of egg-layers and what they are gestating.

- Player thought notifications have been replaced by comments and suggestions coming from the alien device. They’ll start only after the device is fully readable.

- Automatic jelly consumption under the influence of the alien device or if addicted to jellies during fertility and a lower chance if pregnant. Gobbling up a jelly during pregnancy has a chance to trigger a growth spurt. MCM setting to enable.

- Option to have the device come back on its own if ditched somewhere. MCM setting to enable the antics.

- Fixed MCM comment frequency slider’s reversed functionality.

- Fixed instant surprise birthing session when starting out in “Jelly activation only” mode.

- Fixed Fallout Vore integration not working if AAF wasn’t installed.

 

Version 0.41 (minor improvement update)

- Mild visual dizziness and sound effects for growth spurts (+ MCM option to disable).

- Visually smaller bigger eggs. Changes to Radscorpion eggs (more FNV style).

- Piper reacts to player pregnancy. Cait, human Curie and Strong have a few comments also. Curie’s science babble isn’t fact-checked. MCM option to turn off companion and/or NPC comments. xVASynth voiced.

- Added two more magazines in order to have a set of ten for certain type of shelves.

- Added rest of the experiments and Easter versions of Rad Chicken eggs (see MCM/Tweaks).

 

Version 0.40

- Hard requirement change from LLFP Community Plugin to SUP F4SE.

- Alien device provides functions to halt and restart egg production. Ongoing pregnancy, labor and recovery will finish before the perk change becomes visible. The cure doesn’t prevent unlocking new species via various activities, it just stops the pregnancies.

- Alien device has a function to favorite an egg type and use it as an override for “normal” pregnancies. The override list grows as new species get unlocked.

- Added a few magazines. Alien device has a function to start a fetch quest “to gather intel”. Optionally, the same location helper quest can be launched from MCM/Help. Finding magazines will increase egg capacity. Issue #05 unlocks recipes for growth concoctions that can be crafted at the cooking station. Issue #02 holds a supposed cure.

- Renamed egglaying mode names and alien device statistics to match. Added a mode that doesn’t allow any kind of new pregnancies, not even initiated by anomalies. Basically, same as the cure.

- First jelly unlocks two starting pregnancies instead of one. Streamlined the jelly system.

- Mirelurk Hunters and Kings have their own egg type. Hunters have a unique pregnancy trait.

- MCM option to disable the standing animation. MCM option to have a silly “water splash” effect at the start of labor.

- Added automatic selling option (eggs to caps) to automatic gathering. Cap collector perks are taken into account. Most egg types have their value doubled. Gathering delay is six seconds after the last egg is out. Anything not picked up will disappear permanently after that.

- More “realistic” weights for Cave Cricket and Mantis eggs.

- Some minor texture improvements and optimizations.

- More reliable perk removal and checks for pausing, stopping and starting the mod.

 


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