Invictusblade Posted December 24, 2019 Author Posted December 24, 2019 4 hours ago, Zendom75 said: I have a problem , I downloaded the mod ESP seems to be working.(Breed one) But when a Female character has sex with a creature she doesn't get pregnant. (No notif) go into Family Planning Enhanced MCM, and turn on "Allow Creatures" because my mod doesn't control how they get pregnant but with what comes out (so if there is a problem with my mod then you(or NPC's) would birth humans nevertheless)
Krazyone Posted December 27, 2019 Posted December 27, 2019 Ideas for optional plug-ins, and options. - Blackmail pregnancy... Semen injection, or egg implantation. Sexual Harassment mod. outcome. Maybe even some of the huge creatures... - Double pregnancy... Creatures that lay eggs inside victims, add to normal pregnancies. Eg. Human pregnant, gets Mirelurk raped, gets eggs implanted = Birth babies and Mirelurk eggs. - Dirty bed sleeping... Can give you a chance of unwanted visitors during your sleep. = message + pregnant by creatures that have no animations. ' You awaken, your clothes in disarray. A wetness between your legs, telling you that something had paid you a visit, whilst you were sleeping... ' This would be a mystery pregnancy, you had no inkling to what had visited the player during the night. You'd have to wait to birth it, a live birth of small creatures. Either hostile or tame. Scan for creatures, eg... Bloatflies, Stingwings, Radroaches, Mole Rats, etc... small-ish only. As something big, would wake the player. Eg... 500 units radius around bed. Just some ideas...
Invictusblade Posted December 27, 2019 Author Posted December 27, 2019 1 hour ago, Krazyone said: - Dirty bed sleeping... Can give you a chance of unwanted visitors during your sleep. = message + pregnant by creatures that have no animations. ' You awaken, your clothes in disarray. A wetness between your legs, telling you that something had paid you a visit, whilst you were sleeping... ' This would be a mystery pregnancy, you had no inkling to what had visited the player during the night. You'd have to wait to birth it, a live birth of small creatures. Either hostile or tame. it might be possible to do this one (assuming there is a way to add a levelled Item(because percentage) to the player while sleeping) at this moment, I am working a startup quest that randomly impregnates settlers, raiders and gunners (haven't done much testing yet) by adding a injector(via quest) into the outfits of assorted NPC's (which hopefully gets worn and activates) (the real problem is timing because it is fairly rare for a raider(or gunner) to survive past the initial spawning)
Krazyone Posted December 27, 2019 Posted December 27, 2019 5 hours ago, Invictaxe said: - Dirty bed sleeping... Can give you a chance of unwanted visitors during your sleep. = message + pregnant by creatures that have no animations. ' You awaken, your clothes in disarray. A wetness between your legs, telling you that something had paid you a visit, whilst you were sleeping... ' This would be a mystery pregnancy, you had no inkling to what had visited the player during the night. You'd have to wait to birth it, a live birth of small creatures. Either hostile or tame. 5 hours ago, Invictaxe said: it might be possible to do this one (assuming there is a way to add a levelled Item(because percentage) to the player while sleeping) at this moment, I am working a startup quest that randomly impregnates settlers, raiders and gunners (haven't done much testing yet) by adding a injector(via quest) into the outfits of assorted NPC's (which hopefully gets worn and activates) (the real problem is timing because it is fairly rare for a raider(or gunner) to survive past the initial spawning) My settlements have pregnant people, with RSE II Random Shenanigans running. Along with RSE II Brothels mod. RSE I, used to have sleep events. But it was taken out in RSE II, the one I am currently using. Which is modular, with a variety of topic themed mods. You could add mother npc's to the levelled list, these are mostly pacifists. Running from danger, with a speed boost and extra health. That would allow you to dress them in whatever levelled list clothing you want to, maybe just ragged clothing. If possible, have them long ranged combat only, to keep them out of harms way. Maybe have them carry semen injecting Syringer ammo, and a Syringer. Having them only attack the player factions, keeping them away from danger. Various semen types ammo, human, synth, various creatures and abominations. That way, they would be harder to kill. As they would stay out of danger. Allowing for pregnancies to come to full-term. But that's more strain on the game engine, if its a real pregnancy, with Raiders and Gunners. I use the Better Settlers mod, to add more settlers to settlements. Adding pregnant settlers, with various pregnancies types. Human and Creature pregnancies, would be fun. Unfortunate encounters, before the settlers made it to your settlement. Along with pregnant women and teens, looking for a better life. Just some ideas...
Invictusblade Posted December 27, 2019 Author Posted December 27, 2019 3 hours ago, Krazyone said: My settlements have pregnant people, with RSE II Random Shenanigans running. Along with RSE II Brothels mod. RSE I, used to have sleep events. But it was taken out in RSE II, the one I am currently using. Which is modular, with a variety of topic themed mods. You could add mother npc's to the levelled list, these are mostly pacifists. Running from danger, with a speed boost and extra health. That would allow you to dress them in whatever levelled list clothing you want to, maybe just ragged clothing. If possible, have them long ranged combat only, to keep them out of harms way. Maybe have them carry semen injecting Syringer ammo, and a Syringer. Having them only attack the player factions, keeping them away from danger. Various semen types ammo, human, synth, various creatures and abominations. That way, they would be harder to kill. As they would stay out of danger. Allowing for pregnancies to come to full-term. But that's more strain on the game engine, if its a real pregnancy, with Raiders and Gunners. I use the Better Settlers mod, to add more settlers to settlements. Adding pregnant settlers, with various pregnancies types. Human and Creature pregnancies, would be fun. Unfortunate encounters, before the settlers made it to your settlement. Along with pregnant women and teens, looking for a better life. Just some ideas... well the simplest solution is to add an essential mother NPC's who are immortal so they breed the next generation (respawning raider locations) to the levelled lists it is an idea worth checking out. but the fundamental issue still remains, it will still take X amount of time for pregnancies to visibly show (I have no idea if there is a pregnancy shortcut)
Krazyone Posted December 28, 2019 Posted December 28, 2019 On 12/27/2019 at 9:30 PM, Invictaxe said: well the simplest solution is to add an essential mother NPC's who are immortal so they breed the next generation (respawning raider locations) to the levelled lists it is an idea worth checking out. but the fundamental issue still remains, it will still take X amount of time for pregnancies to visibly show (I have no idea if there is a pregnancy shortcut) In Skyrim, in Beeing Females extended MCM options. You can set which term your character is at, 1st, 2nd, 3rd term, Labour Pains. If you could set the term, the characters could all be at various pregnancy terms, with various pregnancy fathers. Human, Ghoul, Synth, Creatures. The mothers scanning the local area, for a most likely father. This would give area themed pregnancies, swamps, deserted Jamaica Plains, countryside, Radioactive Hell, in the northern areas... You could have an essential mother npc, but... it would still be slow. A custom mother spawner, with variable pregnancy terms spawning. Would speed things up. Then you could place them in safer areas, or immersive areas. Like in the Hospitals... The Slog = mostly Ghoul babies, but there is other potential father material out there. Jamaica Plains = mostly Feral Ghouls. Gunners Plaza = mostly Human. Radiactive Southern areas = Everything. Coastline = Aquatics and Humans. Creature possible births, could be optional. Personally, I'd like to see pregnant women added to the Better Settlers list, with optional varied pregnancy father races. Coming home to your settlement, to find it crawling with various litters of little creatures, would be an eye opener. Imagine killing off a full Raider camp, opening a door. To find a room full of Cots with Babies in them. As well as rooms filled with little creatures, birthed by mothers, pregnant to all manner of nasty stuff encountered. My female character, birthed a Feral Ghoul a couple of times. Born fully autonomous, and screaming like a Feral Ghoul. It was a thing of nightmares, I eventually got rid of those.
Krazyone Posted December 28, 2019 Posted December 28, 2019 Feature request... Autonomous Creature births. Creatures in the real world, are not born like Humans. Unable to do anything for years, they can walk, run and explore. Shortly after birth. Any chance of having births such as Dogs, Mole-Rats, Bears and other similar stuff. Be not relegated to a cot for ages. My other mod, used to birth Puppies that used to walk around, and be selectable to go to other locations to live. They would just be a scaled down adult. Obviously Eggs would stay the same, although... my character hasn't birthed an Egg yet.
Invictusblade Posted December 28, 2019 Author Posted December 28, 2019 40 minutes ago, Krazyone said: Feature request... Autonomous Creature births. Creatures in the real world, are not born like Humans. Unable to do anything for years, they can walk, run and explore. Shortly after birth. Any chance of having births such as Dogs, Mole-Rats, Bears and other similar stuff. Be not relegated to a cot for ages. My other mod, used to birth Puppies that used to walk around, and be selectable to go to other locations to live. They would just be a scaled down adult. Obviously Eggs would stay the same, although... my character hasn't birthed an Egg yet. I will be changing the timing soon, Egoballistic told me in a thread how to change one of the his scripts. what was the problem before the baby growing time overrides the child growing time here is an example from another thread On 12/28/2019 at 9:36 AM, Invictaxe said: so using an example from my earlier post this was is currently in the mod the NPC is pregnant for 9 months with a Dogmeat Womb Dogmeat Womb can hatch after 4.5 FPE month Dogmeat then grow an additional 4.5 FPE months vs Revived Dogmeat can hatch after 4.5 FPE months Revived Dogmeat then grow an additional 4.5 FPE months what I would like the NPC is pregnant for 9 months with a Dogmeat Womb (my other wish would be able to change this) Dogmeat Womb can hatch after 1 FPE month Dogmeat then grow an additional 6 FPE months vs Revived Dogmeat womb can hatch after 8.5 FPE months Revived Dogmeat then grow an additional 7 FPE months btw the reason for birthing a dogmeat womb is a couple of things 1. it gives a bit of standardization to the process (at least in my mind) 2. you could freeze it and sell it 3. you could freeze it and keep it for later also the afterbirth womb was originally a placeholder for smaller object versions of the creatures but they are always buggy so the womb remained also I cannot get more than one cycle going. (an really old idea was to have evolution(or levelling up) on the creatures such as mirelurk crab->Hunter->King->Queen) so I cannot get a moving baby dog->child dog->adult dog to work. 1
Invictusblade Posted December 29, 2019 Author Posted December 29, 2019 well, I tell you one thing, making this mod is breaking my mind. (and I haven't tested this update yet) The Evilness of timing in a mod when you can customize the timing. (which was one of my problems when I was updating the mod a few times back) (this is somewhat complex) so I changed all birthed wombs & eggs to be hatched within 1.8 FPE Months (assuming that your time for baby growth is 36 FPE Months) so I changed all revived wombs & eggs to be hatched within 10.8 FPE Months (assuming that your time for baby growth is 36 FPE Months) so I changed all Babies(Other than human) to be grown within 27 FPE Months (assuming that your time for baby growth is 36 FPE Months) so I changed all small creatures to grow within 15 FPE Months (assuming that your time for child growth is 60 FPE Months) so I changed all medium creatures to grow within 30 FPE Months (assuming that your time for child growth is 60 FPE Months) so I changed all Large creatures to grow within 45 FPE Months (assuming that your time for child growth is 60 FPE Months) so I changed all Children(Other than human) to grow within 45 FPE Months (assuming that your time for child growth is 60 FPE Months) (and remember that in default settings 3 days = 1 FPE Month) so let me know if you have altered your FPE Timing's 1
magnusx Posted December 30, 2019 Posted December 30, 2019 5 hours ago, Invictaxe said: well, I tell you one thing, making this mod is breaking my mind. (and I haven't tested this update yet) The Evilness of timing in a mod when you can customize the timing. (which was one of my problems when I was updating the mod a few times back) (this is somewhat complex) so I changed all birthed wombs & eggs to be hatched within 1.8 FPE Months (assuming that your time for baby growth is 36 FPE Months) so I changed all revived wombs & eggs to be hatched within 10.8 FPE Months (assuming that your time for baby growth is 36 FPE Months) so I changed all Babies(Other than human) to be grown within 27 FPE Months (assuming that your time for baby growth is 36 FPE Months) so I changed all small creatures to grow within 15 FPE Months (assuming that your time for child growth is 60 FPE Months) so I changed all medium creatures to grow within 30 FPE Months (assuming that your time for child growth is 60 FPE Months) so I changed all Large creatures to grow within 45 FPE Months (assuming that your time for child growth is 60 FPE Months) so I changed all Children(Other than human) to grow within 45 FPE Months (assuming that your time for child growth is 60 FPE Months) (and remember that in default settings 3 days = 1 FPE Month) so let me know if you have altered your FPE Timing's 1 month is 1 day, according to the radiated environment times got reduced, it justifies it for me XD insta belly XD
Invictusblade Posted December 30, 2019 Author Posted December 30, 2019 7 minutes ago, magnusx said: 1 month is 1 day, according to the radiated environment times got reduced, it justifies it for me XD insta belly XD fortunately for you, the numbers I talked about will be more true for you then. so 1.8 days instead 5.4 days I am having a slight issue with vau guai, and an recurring sound effect but maybe that is just its idle 1
Number24 Posted January 8, 2020 Posted January 8, 2020 @Invictaxe So I have what is perhaps an odd request. I was thinking back to this of yours earlier in this thread and it inspired a thought. Is there any way within FPE to track if two characters are related? If yes, the idea for the mod is that if a character gets a relative pregnant the resulting child will be a hostile Institute Centaur. From a lore stand point the thought is that all the ambient radiation has made the genetic pitfalls of incest all the more perilous. I realize this gets into a topic that people may be uncomfortable with, so if you have no desire to make such a mod (assuming its even possible) I understand.
Invictusblade Posted January 8, 2020 Author Posted January 8, 2020 16 minutes ago, Number24 said: @Invictaxe So I have what is perhaps an odd request. I was thinking back to this of yours earlier in this thread and it inspired a thought. Is there any way within FPE to track if two characters are related? If yes, the idea for the mod is that if a character gets a relative pregnant the resulting child will be a hostile Institute Centaur. From a lore stand point the thought is that all the ambient radiation has made the genetic pitfalls of incest all the more perilous. I realize this gets into a topic that people may be uncomfortable with, so if you have no desire to make such a mod (assuming its even possible) I understand. Good Question, The quick and easy answer is no (at least this precise moment) because offspring gets controlled by Race, and I don't believe AAF allows custom races to have sex with. also there is no way to track the same baby->child->adult. (so it is an all or nothing type of thing) my harder answer is yes-ish(big on the ish), it is possible to rewrite one of the impregnation scripts so that for a particular race, you(the player) gets an inbred monster while everyone else gets a normal child. however there will be no sex involved and it would be done via the use of sperm injector.
Number24 Posted January 8, 2020 Posted January 8, 2020 17 minutes ago, Invictaxe said: Good Question, The quick and easy answer is no (at least this precise moment) because offspring gets controlled by Race, and I don't believe AAF allows custom races to have sex with. also there is no way to track the same baby->child->adult. (so it is an all or nothing type of thing) my harder answer is yes-ish(big on the ish), it is possible to rewrite one of the impregnation scripts so that for a particular race, you(the player) gets an inbred monster while everyone else gets a normal child. however there will be no sex involved and it would be done via the use of sperm injector. I figured the answer would be "No". Otherwise you'd think that somebody somewhere would have created some kind of Family Tracking mod by now. I'm gonna throw an idea at you, this is likely a complete load of horse shit because to call me a novice modder is a great insult to novice modders everywhere. Right off the bat I can tell you that "there is no way to track the same baby->child->adult" is still going to be an issue with this idea, but I'd like someone more experienced than me to ponder the "viability" of this piece of insanity. It may be worth tagging @EgoBallistic as he has a greater understanding of the core functionality of FPE. Is there a way to attach a piece of metadata to a character? We'll call this metadata a "Lineage File" Rather than use RaceID as the means of tracking, what about FormID? If I'm correct each character (at least every unique NPC and the PC) has a unique FormID. The Lineage File would document 3 different FormID's: 1) The FormID of that character, 2) The FormID of the character's Father, and 3) The FormID of that character's Mother. Now when FPE determines that a pregnancy should happen it compares the Lineage File of the two parents. If FPE finds the same FormID on both parents' Lineage Files then the two parents are related in some fashion. FPE would then impregnate the female character with an Institute Centaur baby. If FPE DOESN'T find any matching FormID's between the two parent's then FPE proceeds as it currently does. Anyway, thanks for humoring me.
IgnisFatuus Posted January 16, 2020 Posted January 16, 2020 So i have a question, in the family planning mod there is a quest for talking to the father, is there a substitute text for when the father is a creature? I got one when Dogmeat was the father however using a deathclaw (alpha deathclaw to be precise) no speech appears, I'm asking as at the moment the quest is just sitting while the alpha deathclaw wanders around sanctuary
Invictusblade Posted January 16, 2020 Author Posted January 16, 2020 21 minutes ago, IgnisFatuus said: So i have a question, in the family planning mod there is a quest for talking to the father, is there a substitute text for when the father is a creature? I got one when Dogmeat was the father however using a deathclaw (alpha deathclaw to be precise) no speech appears, I'm asking as at the moment the quest is just sitting while the alpha deathclaw wanders around sanctuary it depends on which impregnation method you use. animation sex with a still living creature afterwards has a message like "I think the father is an animal" and the quest ends animation sex with a creature that has died or the cum injections has a message like "I think the father is dead" and the quest ends
Apiblue Posted January 27, 2020 Posted January 27, 2020 Hi there~ I just started using this mod and I have to say I love the concept. My character just birthed two deathclaw eggs. I just have a question and I hate to be a bother asking this but I'm confused on how long would it be for the deathclaw eggs to hatch? I lost count on time while I was questing other things in game.
Invictusblade Posted January 27, 2020 Author Posted January 27, 2020 11 minutes ago, Apiblue said: Hi there~ I just started using this mod and I have to say I love the concept. My character just birthed two deathclaw eggs. I just have a question and I hate to be a bother asking this but I'm confused on how long would it be for the deathclaw eggs to hatch? I lost count on time while I was questing other things in game. if you drop them, and then pick them back up, there should be a pop up saying how long till birth
Invictusblade Posted January 27, 2020 Author Posted January 27, 2020 I updated this mod a few week ago, but I must have gotten sidetracked by other mods v1.4 Drinkable semen - Provide Benefits based on the creature that provided the sample such as Supermutant semen gives the same effect as buffout Vastly shorted times for selected eggs and wombs such as Deathclaw Birthed Eggs hatched in 1.8 FPE Months while Revived Egg hatched in 10.8 FPE Months
Apiblue Posted January 27, 2020 Posted January 27, 2020 9 hours ago, Invictaxe said: if you drop them, and then pick them back up, there should be a pop up saying how long till birth Oh by jeebus! Hahahah and here I was so careful not to drop them and sure enough I did see the pop up! Thanks for replying back. I did upgrade and for some odd reason I no longer see the Wasteland Creature craft workbench? Was I supposed to uninstall the old one and reinstall or upgrade? I initially updated the mod but even when placing the work bench down I do not even see it nor does it register it's there. And I lost the eggs x D. Oh well... So I reinstalled it again ( using FPEVanillaCreatureAddon.esp ) and now I have the eggs back but the wasteland creature craft workbench is still not there..?
Invictusblade Posted January 27, 2020 Author Posted January 27, 2020 5 hours ago, Apiblue said: Oh by jeebus! Hahahah and here I was so careful not to drop them and sure enough I did see the pop up! Thanks for replying back. I did upgrade and for some odd reason I no longer see the Wasteland Creature craft workbench? Was I supposed to uninstall the old one and reinstall or upgrade? I initially updated the mod but even when placing the work bench down I do not even see it nor does it register it's there. And I lost the eggs x D. Oh well... So I reinstalled it again ( using FPEVanillaCreatureAddon.esp ) and now I have the eggs back but the wasteland creature craft workbench is still not there..? I will have a look later today, I forgot to include the mesh in the BA2 Download the 1.41 version
Number24 Posted January 27, 2020 Posted January 27, 2020 16 hours ago, Invictaxe said: I updated this mod a few week ago, but I must have gotten sidetracked by other mods v1.4 Drinkable semen - Provide Benefits based on the creature that provided the sample such as Supermutant semen gives the same effect as buffout Vastly shorted times for selected eggs and wombs such as Deathclaw Birthed Eggs hatched in 1.8 FPE Months while Revived Egg hatched in 10.8 FPE Months Does this by chance tie in with the Semen Addiction added in your Milking mod? So for example if my character was suffering from Semen addiction via the Milking mod, would drinking Supermutant semen from this mod satisfy the addiction?
Invictusblade Posted January 27, 2020 Author Posted January 27, 2020 16 minutes ago, Number24 said: Does this by chance tie in with the Semen Addiction added in your Milking mod? So for example if my character was suffering from Semen addiction via the Milking mod, would drinking Supermutant semen from this mod satisfy the addiction? 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
Apiblue Posted January 28, 2020 Posted January 28, 2020 3 hours ago, Invictaxe said: I will have a look later today, I forgot to include the mesh in the BA2 Download the 1.41 version Woot! You fixed it and the workbench looks great! Just a quick question but is the iv bags in the sink area supposed to be pink? Did it lose a mesh from it or it's supposed to look like that? I'm sorry U_U for pestering ya. But in any case the workbench looks great and it is fixed! I love how you have the eggs in the test tubes.
Invictusblade Posted January 28, 2020 Author Posted January 28, 2020 17 minutes ago, Apiblue said: Woot! You fixed it and the workbench looks great! Just a quick question but is the iv bags in the sink area supposed to be pink? Did it lose a mesh from it or it's supposed to look like that? I'm sorry U_U for pestering ya. But in any case the workbench looks great and it is fixed! I love how you have the eggs in the test tubes. 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
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