Number24 Posted January 28, 2020 Posted January 28, 2020 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?
Invictusblade Posted January 28, 2020 Author Posted January 28, 2020 not yet, but I have thought of a way to do that but it may take some time the current way is on Dead Creatures. same as the Dying Wombs and Eggs Also I uploaded hopefully the completely fixed version
Apiblue Posted January 28, 2020 Posted January 28, 2020 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!
Jimbob9000 Posted February 6, 2020 Posted February 6, 2020 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.
Invictusblade Posted February 6, 2020 Author Posted February 6, 2020 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?
Jimbob9000 Posted February 6, 2020 Posted February 6, 2020 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.
Invictusblade Posted February 7, 2020 Author Posted February 7, 2020 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
Invictusblade Posted February 7, 2020 Author Posted February 7, 2020 4 hours ago, Jimbob9000 said: Moving the dogmeats didn't work. worth a try, I don't really know but I will continue to look into it
goremageddon Posted February 22, 2020 Posted February 22, 2020 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?
Invictusblade Posted February 22, 2020 Author Posted February 22, 2020 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?
goremageddon Posted February 22, 2020 Posted February 22, 2020 2 hours ago, Invictusblade said: did you use ESPExplorer on More Creatures? ähh, yes not good?
Invictusblade Posted February 23, 2020 Author Posted February 23, 2020 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. 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
goremageddon Posted February 23, 2020 Posted February 23, 2020 thanks for the reply, i will try the "natural" way
Number24 Posted February 23, 2020 Posted February 23, 2020 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.
CanoLathra Posted February 23, 2020 Posted February 23, 2020 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 use it. It's easier then trying to use other mods to tame them afterwords.
Invictusblade Posted February 23, 2020 Author Posted February 23, 2020 ok then I will keep it but i will see if i can rework it into something a bit better such as equipping an item that causes loyal creatures to follow you otherwise they won't
Invictusblade Posted February 28, 2020 Author Posted February 28, 2020 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?
BreezeIndigo Posted February 28, 2020 Posted February 28, 2020 Some times the when eggs are dropped on the ground they are a fully physics-able object. Other times they drop and are unselectable and have no physics. Any idea why?
Invictusblade Posted February 28, 2020 Author Posted February 28, 2020 8 hours ago, BreezeIndigo said: Some times the when eggs are dropped on the ground they are a fully physics-able object. Other times they drop and are unselectable and have no physics. Any idea why? I will have a look
Invictusblade Posted February 28, 2020 Author Posted February 28, 2020 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
BreezeIndigo Posted February 28, 2020 Posted February 28, 2020 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.
Invictusblade Posted February 29, 2020 Author Posted February 29, 2020 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
Mercades Posted March 2, 2020 Posted March 2, 2020 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~
Invictusblade Posted March 2, 2020 Author Posted March 2, 2020 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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