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(Legacy) Family Planning Enhanced More Creatures


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1 hour ago, Invictaxe said:

not yet, but I will be making some combination patches in near future.

The big problem with more creatures is the repeated files

so I will have to make around 4 files with slight differences in each

Cool. One more dumb question: How does one acquire the drinkable semen? Can it be acquired via AAF sex animations?

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1 hour ago, Invictaxe said:

I will have a look, they should be there, I shouldn't have rushed releasing it.

 

Bloody HELL, I just checked, the texture aren't there

sorry, I did most of the update a few weeks ago and then I started working on other stuff, and I forgot what in the BA2 from earlier updates

 

I realise what I did.

I had all of the textures in my baby addon's mod (so if you had baby addon's installed then you would see them)

 

sorry again

No need to be sorry ^-^.

I just wanted to double check in case I was looking at it wrong or what not.

I actually don't have the baby addon installed yet..maybe I will but I'll do that later.

So it's not really a bother seeing that hot pink and again thanks for checking up!

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  • 2 weeks later...

I have encountered a a bug that I believe is caused by this mod. I use the breed version.

 

Some of the animals birthed by people other than the player count as settlers in the population count. I am also running sim settlements so this means I have a bunch of settlers with no beds / jobs and also increasing my food and water needs. This does not happen for animals birthed by the player character, and does not seem to be happening with every animal birthed by a settler / companion.

 

I have 2 settlements that are affected. One should have 2 settlers, but is showing 3 and it has 2 animals birthed by a companion (the same pregnancy I think, but its been a while) one of which counts as a settler and the other does not. The other should have 18 settlers but shows as 24. All of the animals have been dogs if that makes a difference.

 

The other oddity I have noticed is that animals from this mod are not protected like settlers are and they do not heal so they just slowly die if they are somewhere that gets attacked. not sure if that is a bug or a design choice, but it seemed odd to me.

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30 minutes ago, Jimbob9000 said:

I have encountered a a bug that I believe is caused by this mod. I use the breed version.

 

Some of the animals birthed by people other than the player count as settlers in the population count. I am also running sim settlements so this means I have a bunch of settlers with no beds / jobs and also increasing my food and water needs. This does not happen for animals birthed by the player character, and does not seem to be happening with every animal birthed by a settler / companion.

 

I have 2 settlements that are affected. One should have 2 settlers, but is showing 3 and it has 2 animals birthed by a companion (the same pregnancy I think, but its been a while) one of which counts as a settler and the other does not. The other should have 18 settlers but shows as 24. All of the animals have been dogs if that makes a difference.

 

The other oddity I have noticed is that animals from this mod are not protected like settlers are and they do not heal so they just slowly die if they are somewhere that gets attacked. not sure if that is a bug or a design choice, but it seemed odd to me.

that is a bit weird, so just wondering do you have any other impregnation mods installed such as FPEDogsAddon.esp installed?

 

also you said dogs, what type of dogs? Dogmeat, Raider Dog or Vicious Dog?

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The two (of witch only one counts as a settler) at the first settlement are from dogmeat. They look like dogmeat and are named "German Shepherd" The 6 at the other settlement I am not sure of. They don't have a name unless I look at them with the console or the workshop menu where they are just called Dog. 3 of them are the black furred dog, 2 are the brown furred dog and the last is the furless irradiated looking one.

 

I do have FPEDogAddon, although according to better console all the dogs are from FPEAIOCreatureAddon_Breed.esp.

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3 hours ago, Jimbob9000 said:

The two (of witch only one counts as a settler) at the first settlement are from dogmeat. They look like dogmeat and are named "German Shepherd" The 6 at the other settlement I am not sure of. They don't have a name unless I look at them with the console or the workshop menu where they are just called Dog. 3 of them are the black furred dog, 2 are the brown furred dog and the last is the furless irradiated looking one.

 

I do have FPEDogAddon, although according to better console all the dogs are from FPEAIOCreatureAddon_Breed.esp.

thank you for that

2x Dogmeat's (1 counts as settler)

5x raider dogs

1x Vicious Dog

 

I had a look at xEdit at my file while I might have made a mistake with a few of the creatures.

 

I have one idea about the dogmeats,

when you see them next, go into settlement building mode, go to each dogmeat and move them to the current settlement by rapidly moving them between settlements.

so red rocket -> sanctuary -> red rocket in the same menu

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  • 2 weeks later...
5 hours ago, goremageddon said:

Hi! So I tried the Deathclaw Injector and it worked but than message came up "a Baby has grown into a child somewhere in the commonwealth" or something. So when i am fast traveling around it spawns a lot of little creatures around the player. While Pregnancy has not finished. This is not normal right?

did you use ESPExplorer on More Creatures?

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46 minutes ago, goremageddon said:

ähh, yes not good? :)

On 5/27/2019 at 6:12 PM, Invictusblade said:

I don't know what just happened?

 

btw I just tested a Deathclaw egg to Deathclaw baby follower to tamed Deathclaw follower and it worked perfectly and then I fast travelled to red rocket and this happened.

 

Edit: My current guess is because I use ESPexplorer to test my mod, it activates all of the living eggs and they hatched, so whenever I fast travel all of them travelled with me.

 

new edit: I pretty sure that ESPExplorer is to be blamed for the current issue. basically whenever you read a container using that mod, it started existing somewhere in the game, and when you fast travel, all of the followers came with you which leads to below.

so ESPExplorer is now considered incompatible.

20190527180847_1.jpg

here's what happened when I added following to all creatures

 

here is a question for everyone, does anyone use loyal creatures?

or should get rid of them

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1 hour ago, Invictusblade said:

here's what happened when I added following to all creatures

 

here is a question for everyone, does anyone use loyal creatures?

or should get rid of them

I like having loyal creatures or at least the ability to make the creatures loyal (via the use of chems and such) while they are still in a fertilized egg or infant state.

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I have been working on an universal semen collector for use by creatures

initial testing has gone well so far

but I would like to clean up the code a bit

 

Scriptname INVB_Milking_Creatures_AIO extends ObjectReference

Actor target
Armor Property pArmor_Milker Auto Const Mandatory
int Property int_count Auto
Keyword Property kw_OneOff Auto
Keyword Property kw_Repeat Auto

Race Property AlienRace Auto Const Mandatory 
Potion Property Cum_Alien Auto Const
Race Property SuperMutantRace Auto Const Mandatory 
Potion Property Cum_Supermutant Auto Const
Race Property DogmeatRace Auto Const Mandatory 
Potion Property Cum_Dogmeat Auto Const
Race Property MoleratRace Auto Const Mandatory 
Potion Property Cum_Molerat Auto Const
Race Property DeathclawRace Auto Const Mandatory 
Potion Property Cum_Deathclaw Auto Const
Race Property BrahminRace Auto Const Mandatory 
Potion Property Cum_Brahmin Auto Const
Race Property MirelurkRace Auto Const Mandatory 
Potion Property Cum_Mirelurk Auto Const
Race Property BloatflyRace Auto Const Mandatory 
Potion Property Cum_Bloatfly Auto Const
Race Property StingwingRace Auto Const Mandatory 
Potion Property Cum_Stingwing Auto Const
Race Property RadScorpionRace Auto Const Mandatory 
Potion Property Cum_Radscorpion Auto Const
Race Property MirelurkHunterRace Auto Const Mandatory 
Race Property FeralGhoulRace Auto Const Mandatory 
Race Property RadStagRace Auto Const Mandatory 
Potion Property Cum_Radstag Auto Const
Race Property FEVHoundRace Auto Const Mandatory 
Potion Property Cum_Mutant_Hound Auto Const
Race Property YaoGuaiRace Auto Const Mandatory 
Potion Property Cum_Yao_Guai Auto Const
Race Property FeralGhoulGlowingRace Auto Const Mandatory 
Potion Property Cum_Feral_Ghoul Auto Const
Race Property MirelurkKingRace Auto Const Mandatory 
Race Property SupermutantBehemothRace Auto Const Mandatory 
Race Property GorillaRace Auto Const Mandatory 
Potion Property Cum_Gorilla Auto Const
Race Property MirelurkQueenRace Auto Const Mandatory 
Potion Property Cum_Mirelurk_Queen Auto Const
Race Property SynthGen1Race Auto Const Mandatory 
Potion Property Cum_Synth Auto Const
Race Property SynthGen2Race Auto Const Mandatory 
Race Property SynthGen2RaceValentine Auto Const Mandatory 
Race Property ViciousDogRace Auto Const Mandatory 
Potion Property Cum_VicDog Auto Const
Race Property RaiderDogRace Auto Const Mandatory 
Potion Property Cum_Dog Auto Const

Race Property DLC02BrahminRace Auto Const Mandatory 
Race Property DLC02FeralGhoulRace Auto Const Mandatory 
Race Property DLC02GorillaRace Auto Const Mandatory 
Race Property DLC02MirelurkRace Auto Const Mandatory 
Race Property DLC02RadScorpionRace Auto Const Mandatory 
Race Property DLC02RadStagRace Auto Const Mandatory 
Race Property DLC02YaoGuaiRace Auto Const Mandatory 
Race Property DLC02BloatflyRace Auto Const Mandatory 
Race Property DLC02StingwingRace Auto Const Mandatory 
Race Property DLC02MirelurkHunterRace Auto Const Mandatory 
Race Property DLC02MirelurkKingRace Auto Const Mandatory 
Race Property DLC02DeathclawRace Auto Const Mandatory 
Race Property DLC02ViciousDogRace Auto Const Mandatory 
Race Property DLC02RaiderDogRace Auto Const Mandatory 
Race Property DLC02MoleratRace Auto Const Mandatory 
Race Property DLC02FEVHoundRace Auto Const Mandatory 
Race Property DLC02SupermutantRaceAdditive Auto Const Mandatory 

Race Property DLC03_AnglerRace Auto Const Mandatory 
Potion Property DLC03_Cum_Anglers Auto Const
Race Property DLC03_FogCrawlerRace Auto Const Mandatory 
Potion Property DLC03_Cum_Fog_Crawler Auto Const
Race Property DLC03_HermitCrabRace Auto Const Mandatory 
Potion Property DLC03_Cum_Hermit_Crab Auto Const
Race Property DLC03_GulperRace Auto Const Mandatory 
Potion Property DLC03_Cum_Gulper Auto Const
Race Property DLC03StingwingRace Auto Const Mandatory 
Race Property DLC03_MutatedWolfRace Auto Const Mandatory 
Potion Property DLC03_Cum_Wolf Auto Const
Race Property DLC03_RadRabbitRace Auto Const Mandatory 
Potion Property DLC03_Cum_Rabbit Auto Const
Race Property DLC03_RadChickenRace Auto Const Mandatory 
Potion Property DLC03_Cum_Chicken Auto Const
Race Property DLC03_SynthGen2RaceDiMa Auto Const Mandatory 
Race Property DLC03_GulperSmallRace Auto Const Mandatory 

Race Property DLC04_BloodwormRace Auto Const Mandatory 
Potion Property DLC04_Cum_Bloodworm Auto Const
Race Property DLC04_CaveCricketRace Auto Const Mandatory 
Potion Property DLC04_Cum_Cave_Cricket Auto Const
Race Property DLC04_RadRatRace Auto Const Mandatory 
Potion Property DLC04_Cum_Rad_Rat Auto Const
Race Property DLC04DeathclawRaceQuantum Auto Const Mandatory 
Race Property DLC04_BrahmiluffRace Auto Const Mandatory 
Potion Property DLC04_Cum_Brahmiluff Auto Const
Race Property DLC04_StingwingRace Auto Const Mandatory 
Race Property DLC04_GatorclawRace Auto Const Mandatory 
Potion Property DLC04_Cum_Gatorclaw Auto Const
Race Property DeathclawRaceCOPY0000 Auto Const Mandatory 
Race Property DLC04_DeathclawAdditiveSupgraphRace Auto Const Mandatory 
Race Property DLC04GorillaRace Auto Const Mandatory 



Bool Cycle_Running = False
Bool Equipped = False


Function Do_Milk_Cycle(Actor akActor)
	

	
    If !Cycle_Running
		; Debug.Trace("Equipped Started")
		int random = Utility.RandomInt(10, 120)
		Cycle_Running = True
		
		If akActor.wornHasKeyword(kw_OneOff)
			while Equipped
				; Debug.notification("one Off")
				; Debug.notification("Do_Milk_Cycle_Started")
				Do_Milk_Morphs(akActor)
				; Debug.notification("Do_Milk_Cycle_Finished")
				akActor.unequipitem(pArmor_Milker,true,false)
				akActor.removeitem(pArmor_Milker,1,true)  		
			endwhile
			Cycle_Running = False
		
		ElseIf akActor.wornHasKeyword(kw_Repeat)
   			while Equipped
				; Debug.notification("Repeat")
				; Debug.notification("Do_Milk_Cycle_Started")
				Do_Milk_Morphs(akActor)
				; Debug.notification("Do_Milk_Cycle_Finished")
				Utility.Wait(5)
			endwhile
			Cycle_Running = False
		Endif
		; Debug.Trace("finished")
	Endif
EndFunction

Function Do_Milk_Morphs(Actor akActor)
	int random = Utility.RandomInt(60, 180)
	
	Utility.Wait(random)
	
If akActor.GetLeveledActorBase().GetRace() == AlienRace
		akActor.additem(Cum_Alien, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == SuperMutantRace
		akActor.additem(Cum_Supermutant, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DogmeatRace
		akActor.additem(Cum_Dogmeat, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == MoleratRace
		akActor.additem(Cum_Molerat, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DeathclawRace
		akActor.additem(Cum_Deathclaw, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == BrahminRace
		akActor.additem(Cum_Brahmin, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == MirelurkRace
		akActor.additem(Cum_Mirelurk, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == BloatflyRace
		akActor.additem(Cum_Bloatfly, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == StingwingRace
		akActor.additem(Cum_Stingwing, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == RadScorpionRace
		akActor.additem(Cum_Radscorpion, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == MirelurkHunterRace
		akActor.additem(Cum_Mirelurk, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == FeralGhoulRace
		akActor.additem(Cum_Feral_Ghoul, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == RadStagRace
		akActor.additem(Cum_Radstag, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == FEVHoundRace
		akActor.additem(Cum_Mutant_Hound, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == YaoGuaiRace
		akActor.additem(Cum_Yao_Guai, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == FeralGhoulGlowingRace
		akActor.additem(Cum_Feral_Ghoul, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == MirelurkKingRace
		akActor.additem(Cum_Mirelurk, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == SupermutantBehemothRace
		akActor.additem(Cum_Supermutant, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == GorillaRace
		akActor.additem(Cum_Gorilla, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == MirelurkQueenRace
		akActor.additem(Cum_Mirelurk_Queen, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == SynthGen1Race
		akActor.additem(Cum_Synth, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == SynthGen2Race
		akActor.additem(Cum_Synth, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == SynthGen2RaceValentine
		akActor.additem(Cum_Synth, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == ViciousDogRace
		akActor.additem(Cum_VicDog, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == RaiderDogRace
		akActor.additem(Cum_Dog, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02BrahminRace
		akActor.additem(Cum_Brahmin, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02FeralGhoulRace
		akActor.additem(Cum_Feral_Ghoul, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02GorillaRace
		akActor.additem(Cum_Gorilla, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02MirelurkRace
		akActor.additem(Cum_Mirelurk, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02RadScorpionRace
		akActor.additem(Cum_Radscorpion, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02RadStagRace
		akActor.additem(Cum_Radstag, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02YaoGuaiRace
		akActor.additem(Cum_Yao_Guai, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02BloatflyRace
		akActor.additem(Cum_Bloatfly, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02StingwingRace
		akActor.additem(Cum_Stingwing, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02MirelurkHunterRace
		akActor.additem(Cum_Mirelurk, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02MirelurkKingRace
		akActor.additem(Cum_Mirelurk, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02DeathclawRace
		akActor.additem(Cum_Deathclaw, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02ViciousDogRace
		akActor.additem(Cum_VicDog, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02RaiderDogRace
		akActor.additem(Cum_Dog, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02MoleratRace
		akActor.additem(Cum_Molerat, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02FEVHoundRace
		akActor.additem(Cum_Mutant_Hound, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC02SupermutantRaceAdditive
		akActor.additem(Cum_Supermutant, int_count)

ElseIf akActor.GetLeveledActorBase().GetRace() == DLC03_AnglerRace
		akActor.additem(DLC03_Cum_Anglers, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC03_FogCrawlerRace
		akActor.additem(DLC03_Cum_Fog_Crawler, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC03_HermitCrabRace
		akActor.additem(DLC03_Cum_Hermit_Crab, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC03_GulperRace
		akActor.additem(DLC03_Cum_Gulper, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC03StingwingRace
		akActor.additem(Cum_Stingwing, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC03_MutatedWolfRace
		akActor.additem(DLC03_Cum_Wolf, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC03_RadRabbitRace
		akActor.additem(DLC03_Cum_Rabbit, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC03_RadChickenRace
		akActor.additem(DLC03_Cum_Chicken, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC03_SynthGen2RaceDiMa
		akActor.additem(Cum_Synth, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC03_GulperSmallRace
		akActor.additem(DLC03_Cum_Gulper, int_count)

ElseIf akActor.GetLeveledActorBase().GetRace() == DLC04_BloodwormRace
		akActor.additem(DLC04_Cum_Bloodworm, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC04_CaveCricketRace
		akActor.additem(DLC04_Cum_Cave_Cricket, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC04_RadRatRace
		akActor.additem(DLC04_Cum_Rad_Rat, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC04DeathclawRaceQuantum
		akActor.additem(Cum_Deathclaw, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC04_BrahmiluffRace
		akActor.additem(DLC04_Cum_Brahmiluff, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC04_StingwingRace
		akActor.additem(Cum_Stingwing, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC04_GatorclawRace
		akActor.additem(DLC04_Cum_Gatorclaw, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DeathclawRaceCOPY0000
		akActor.additem(Cum_Deathclaw, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC04_DeathclawAdditiveSupgraphRace
		akActor.additem(Cum_Deathclaw, int_count)
ElseIf akActor.GetLeveledActorBase().GetRace() == DLC04GorillaRace
		akActor.additem(Cum_Gorilla, int_count)
else
	akActor.unequipitem(pArmor_Milker,true,false)
EndIf	
	
	Debug.notification("Creature has been sampled")	
	
	
	

EndFunction


Event OnEquipped(Actor akActor)
    Equipped = True
    Var[] args = new Var[1]
    args[0] = akActor
    Self.CallFunctionNoWait("Do_Milk_Cycle", args)
EndEvent

Event OnUnequipped(Actor akActor)
    Equipped = False
EndEvent

does anyone have any suggestions?

 

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so I added a simple milking mechanic to more creatures. (you equip an item on a creature and they get milked.)

My problem is that I cannot think of the drink names for them

because Bloatfly Milk doesn't work but Bloatfly Juice does

 

so I am thinking that for mammals, Milk is completely fine

so I am thinking that for Insects, Juice is fine

 

Alien
Bloatfly (JUICE)
Brahmin (MILK)
Raider dog (MILK)
Dogmeat (MILK)
Vicious Dog (MILK)
Feral Ghouls
Gorilla (MILK)
Housecat (MILK)
Mirelurk Crab
Mirelurk Hunter
Mirelurk King
Mirelurk Queen
Molerat (MILK)
Mutant Hound (MILK)
Radstag (MILK)
Stingwing (JUICE)
Supermutant
Behemoth
Synths
Yao Guai (MILK)
Deathclaw
Radscorpion (JUICE)

 

Wolf (MILK)
RadRabbit (MILK)
RadChicken
Hermit Crabs
Anglers
Fog Crawlers
Gulpers

 

Bloodworm (JUICE)
Brahmiluff (MILK)
Cave Cricket (JUICE)
Gatorclaw
Ghoulrilla(Feral Gorilla) (MILK)
Rad Gazelle (MILK)
RadRat (MILK)

 

so can anyone help me finding simple raw names for drink from Creatures

such as Blood, Essences, Oil

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2 hours ago, Invictusblade said:

I will have a look

Thanks.

 

Initially I thought it was just the stingwing eggs doing it, since the first few radscorpion eggs didn't have the problem.

 

Later on I created a custom creature which was a tamed mongrel with the radscorpion race keyword and it seems about half the time the eggs are non-physics objects. They hatch out radscorpions as expected though.

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1 hour ago, BreezeIndigo said:

Thanks.

 

Initially I thought it was just the stingwing eggs doing it, since the first few radscorpion eggs didn't have the problem.

 

Later on I created a custom creature which was a tamed mongrel with the radscorpion race keyword and it seems about half the time the eggs are non-physics objects. They hatch out radscorpions as expected though.

yep found the issue.

basically I resized the deathclaw whole egg into 75% & 50% & 25% sizes and the physic's doesn't like that.

 

and I don't really know how to fix this problem because I am working on the same problem with Baby Addon's.

 

I tried Google and came up with not much info (and whatever I did find, didn't work)

 

 

Edit-> I fixed the issue, Turn outs to be a far simpler fix to the baby Addon's issue

so instead of changing the mesh scale in OutfitStudio, I changed the scale of the eggs in NifSkope and it works perfectly

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Perhaps I'm doing something wrong (which is very VERY possible), not understanding something (which is just as likely), or missing a file (which I would hope isn't the case). For the most part, I haven't had too much trouble with most of the functions, just messing around.

 

However, I've noticed that, with the exception of dogs/dogmeat, when my player gets knocked up by a creature, she gives birth to human babies, rather than the creatures. Is it supposed to work that way? Am I doing something wrong?

Also, during reading, I noticed that the 'Find the father' quest, regarding creatures, is supposed to close if it's a creature? Mine does not.

 

Again, entirely probably I screwed up somewhere, but I just had to ask. I want my baby creatures. :(

 

Edit: If this is answered somewhere, by all means, point me to it, cause I've looked to no avail. And LL's search function blows~

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20 minutes ago, Mercades said:

Perhaps I'm doing something wrong (which is very VERY possible), not understanding something (which is just as likely), or missing a file (which I would hope isn't the case). For the most part, I haven't had too much trouble with most of the functions, just messing around.

 

However, I've noticed that, with the exception of dogs/dogmeat, when my player gets knocked up by a creature, she gives birth to human babies, rather than the creatures. Is it supposed to work that way? Am I doing something wrong?

Also, during reading, I noticed that the 'Find the father' quest, regarding creatures, is supposed to close if it's a creature? Mine does not.

 

Again, entirely probably I screwed up somewhere, but I just had to ask. I want my baby creatures. :(

 

Edit: If this is answered somewhere, by all means, point me to it, cause I've looked to no avail. And LL's search function blows~

I think you need to post your load order

 

 

but double check this below

this version of Family Planning Enhanced

go into MCM

go to Family Planning Enhanced

go into Pregnancy Control Options

make sure that Allow Creatures is selected

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