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(Legacy) Family Planning Enhanced More Creatures


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10 hours ago, matrix7625 said:

Hi, this update will remove actual pregnant or others babies??? or is safe update, i need remove previously version ??

this should be a safe update

 

no it shouldn't remove anything, I didn't remove any ID's.

I must admit that I completely forgotten to test updating this mod from an earlier mod

 

however I just did a test on version 9 of FPEMC and quickly spawned a tamed deathclaw, two dogs with two revive dog wombs

then updated to version 9.95 of FPEMC and all of the spawns are still there with two revive dog wombs changing into the new born counterparts

 

The latest update only changed them a bit such as Wild Deathclaw to Independent Deathclaw

edit---correction - This does cause a slight issue with older saves, one of the added changes was to allow the player to move independent creatures to different settlement. and this doesn't seem to happen with older saved wild creatures.

 

however if you decide to update sideways then there will be issues - FPEAIOCreatureAddon.esp to FPEAIOCreatureAddon_Follower.esl

unless you rename FPEAIOCreatureAddon_Follower.esl to FPEAIOCreatureAddon.esp

but this may cause issues with certain files

 

but incase the update does cause some sort of damage, let me know as soon as possible

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Why is it that every time I release an update I find more and more issues.

 

here is a couple of minor issue that is going to be fixed in the next patch

The new Hostile Baby Deathclaws are Protected which means that only you can kill them, not anyone else

and I am not sure about keeping the hostile egg timebomb (I didn't actually plan for the timebomb part but I do like it) or I add an recipe for boiling the hostile egg to become an eatable egg

 

I found another bug-ish(it is from the main game itself), Apparently Behemoth's uses a LLD_Deathclaw as its death drop so it can also drops deathclaw hostile eggs.

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  • 2 weeks later...
  • 3 weeks later...
3 hours ago, Damicles said:

Just installed this mod with the AFF Family Enhanced and the original and nothing is coming up to say its installed?

1st question - what does "the original" mean?

2nd question - which version did you install?

3rd question - while ingame check FPE MCM under debug(or something) for show addon's and check them

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16 hours ago, Invictaxe said:

1st question - what does "the original" mean?

2nd question - which version did you install?

3rd question - while ingame check FPE MCM under debug(or something) for show addon's and check them

I think its because I'm using the AFF version AAF FamilyPlanningEnhanced 2 that its not working.

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5 hours ago, Damicles said:

I've got both those mods installed FPEAIOCreatureAddon v0.995 - Batch and AAF_FamilyPlanningEnhanced_2.203 but nothing for the creatures comes up in the debug.

 

 

which mod inside FPEAIOCreatureAddon v0.995 - Batch? because there is 5(+5 esl) mods inside it and unless you are doing some playtesting you should be using only one

 

also maybe you should post your load order as well

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9 hours ago, Invictaxe said:

which mod inside FPEAIOCreatureAddon v0.995 - Batch? because there is 5(+5 esl) mods inside it and unless you are doing some playtesting you should be using only one

 

also maybe you should post your load order as well

The All in one .esp

 

#Mod_Priority,#Mod_Name,#Primary_Category
"0031","2K Water",""
"0082","AAF Creature Patch for BodyTalk2",""
"0083","AAF FamilyPlanningEnhanced 2",""
"0052","AAF Leito_F04_Rigs_v1.1 KP permanent boners",""
"0073","AAF patches for Leito and Crazy animations",""
"0071","AAF VanillaKinkyCreatures Sex Animation Themes",""
"0068","Advanced Animation Framework",""
"0069","Advanced Animation Framework Basic Animations Theme",""
"0070","Advanced Animation Framework Sex Animations Theme",""
"0035","Armor and Weapon Keywords Community Resource (AWKCR)",""
"0037","Armorsmith Extended v4.6",""
"0046","ARWCSM - 0 - DEF INV Compatibility Patch",""
"0045","ARWCSM - 2 - Full - Vanilla Weights",""
"0036","AWKCR - dnCommonArmor dlc legendaries bugfix for v8.51",""
"0064","Backpacks of the Commonwealth",""
"0041","BodySlide and Outfit Studio - v4.7.4",""
"0040","BodyTalk V2",""
"0076","bp70FO4sexanimations 2",""
"0063","Camping Gear esp",""
"0007","Centered camera",""
"0012","Chem Redux 2.5 - Glowing",""
"0032","Commonwealth Cuts 2.5.1",""
"0062","Conquest 1.3 Release",""
"0074","DAVETHEDRUNK PRESENTS DAVE'S POSES",""
"0080","Deathclaw penises by Polistiro",""
"0044","DEF_UI",""
"0005","DLC: Automatron",""
"0004","DLC: Contraptions Workshop",""
"0003","DLC: Far Harbor",""
"0002","DLC: Nuka-World",""
"0001","DLC: Vault-Tec Workshop",""
"0000","DLC: Wasteland Workshop",""
"0027","DOOMBASED Weapons Merged",""
"0033","Enhanced Lights and FX",""
"0084","Family Planning Enhanced More Creatures",""
"0072","FO4 AnimationsByLeito v2",""
"0081","FO4 CreatureGameAssets v1",""
"0021","Full Dialogue Interface",""
"0026","Grab the Damn Mag",""
"0009","GraFix 3a",""
"0010","GraFix Patch",""
"0013","Grasslands 2.0 Pre-Release",""
"0030","Hacking",""
"0067","Hide Helmets v2.0 - AE Version",""
"0065","HUDFramework 1.0f",""
"0011","Indoor Textures - Ultra 4K Version (BA2 Format)",""
"0023","LED BLACK Pip-Boy Deluxe",""
"0034","Longer Power Lines 3x",""
"0039","Looks Menu Customization Compendium",""
"0038","LooksMenu v1-6-16-12631-1-6-16-1560750259",""
"0049","Lowered Weapons - DLC Addon - Full",""
"0048","Lowered Weapons 1.1",""
"0020","Mod Configuration Menu 1.37",""
"0075","Mutated Lust v1.2",""
"0042","Natural Face Texures 2K All in One",""
"0047","Pip-Boy Flashlight",""
"0025","Radiant Clouds and Fogs",""
"0055","Radiation Rebalance (ESP version)",""
"0056","Radiation Rebalance All DLCs (ESL flagged ESP version)",""
"0078","Release CreaturePack v02 00",""
"0079","Release NSFWsoundpack 02 01",""
"0085","RSE II Resources ESM",""
"0086","RSE_II_CSA (v1.4)",""
"0014","RustBelt Flora",""
"0077","Rusty Face Fix",""
"0066","Settlement Menu Manager - 0.1.4",""
"0015","Shadman Astoundingly Awesome Tales Retexture",""
"0016","Shadmans Grognak The Barbarian Retexture",""
"0017","Shadmans Live And Love Retexture",""
"0018","Shadmans Taboo Tattoos Retexture",""
"0019","Shadmans The Unstoppables Retexture",""
"0058","Sim Settlements - Industrial Revolution 4.0.10",""
"0061","Sim Settlements - MegaPack Year 2 v 1.0.1",""
"0059","Sim Settlements - Rise of the Commonwealth 4.0.10",""
"0060","Sim Settlements Mega Pack - Year One 1.0.5",""
"0057","Sim Settlements Three-in-One v4.0.10",""
"0029","Start Me Up - Full Dialogue Prompts - version 6.1",""
"0043","The Eyes of Beauty Fallout Kaleidoscope Edition - All-in-One",""
"0050","Unique NPCs - Creatures and Monsters",""
"0051","UniqueNPCs-CreaturesMonsters 2 1 AE Patch",""
"0006","Unofficial Fallout 4 Patch",""
"0024","Vivid Weathers",""
"0054","WIPAG - Worsin's Immersive Power Armor Garage v2.5.2",""
"0053","WIPAG - Worsin's Immersive Power Armor Garage v2.5.2 (TEXTURES)",""
"0022","Zombie Walkers 2.2.3",""

 

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2 hours ago, Invictaxe said:

try again, post your load order, (you posted your mod archive list which tells us not much about your plugins)

 

it is located here

"C:\Users\YOURUSERNAME\AppData\Local\Fallout4\Plugins.txt"

*Centered camera.esp
*ValiusHDTextures4K.esp
*chem redux.esp
*Grasslands - Healthy.esp
*Rustbelt Flora.esp
*Unofficial Fallout 4 Patch.esp
*walkers.esp
*Vivid Waters.esp
*Vivid Weathers - FO4 - Far Harbor.esp
*Vivid Weathers - FO4 - Quest.esp
*Vivid Weathers - FO4.esp
*Vivid Weathers - Natural Bright.esp
*Vivid Weathers - Nuka World.esp
*DOOMMerged.esp
*StartMeUp.esp
*Hacking 101.esp
*KSHairdos.esp
*EnhancedLightsandFX.esp
*LongerPowerLines3x.esp
*ArmorKeywords.esm
*AWKCR - Mod Power Armor Engine Glitch Fix.esp
*clothingoverhaul.esp
*ClothingOverhaulSP_XB1_PC.esp
*AWKCR - dnCommonArmor dlc legendaries bugfix.esp
*LooksMenu.esp
*CBBE.esp
*The Eyes Of Beauty.esp
*TheEyesOfBeauty.esp
*def_inv_scrap_en.esp
*ARWCSM - 2 - Full - Vanilla Weights.esp
*Armorsmith Extended.esp
*LooksMenu Customization Compendium.esp
*Pip-Boy Flashlight.esp
*TBOSBodyTalk2LooksMenu.esl
*Unique NPCs - Creatures and Monsters.esp
*Unique NPCs - Creatures and Monsters - AE Patch.esp
*WIPAG_Decal Station.esp
*WIPAG_Paint Garage - Full (Easy).esp
*WIPAG_Power Armor Overhaul.esp
*Worsin's Garage.esm
*AAF.esm
*Mutated Lust.esp
*rxl_bp70_animations.esp
*Radiation Rebalance.esp
*Radiation Rebalance All DLCs.esp
*SimSettlements.esm
*SimSettlements_XPAC_IndustrialRevolution.esp
*SimSettlements_XPAC_RiseOfTheCommonwealth.esp
*SimSettlements_MegaPack_YearOne.esp
*SimSettlements_MegaPack_YearTwo.esp
*SettlementMenuManager.esp
*HUDFramework.esm
*Rusty Face Fix.esp
*Radiant Clouds and Fogs.esp
*Hidden Helmets 2.0 - AE Version.esp
*Conquest.esp
*KitcatsCampingGear_Portable.esp
*Backpacks of the Commonwealth.esp
*DavesPoses.esp
*FO4_AnimationsByLeito.esp
*AAF_CreaturePack01.esp
*Deathclaw_nude.esp
*RSE_II_Resources.esm
*RSE_II_CSA.esp
*FP_FamilyPlanningEnhanced.esp
*FPEAIOCreatureAddon.esp

 

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19 hours ago, EgoBallistic said:

Are you looking at the correct menu?  You have to click the "Show registered baby add-ons" option.

 

20190705142311_1.thumb.jpg.ec46d6598fac3662d541c83dbe4f7cc5.jpg      20190705142144_1.thumb.jpg.3bd846c8e8246827979dcea017312581.jpg

I am not sure what is going on so one option at the moment is to click the "Clear and Register Baby Addon's" and then click "Show registered baby addons" and see if that works

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2 hours ago, Invictaxe said:

I am not sure what is going on so one option at the moment is to click the "Clear and Register Baby Addon's" and then click "Show registered baby addons" and see if that works

Finally got it working reinstalled it and use the .esl instead of the .esp one and was able to see the registered baby addons now. Are their any quests with this mod? and thanks for the help.

 

 

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7 hours ago, Damicles said:

Finally got it working reinstalled it and use the .esl instead of the .esp one and was able to see the registered baby addons now. Are their any quests with this mod? and thanks for the help.

 

 

There are no playable quests in my mod,

basically all of the father info is located inside Quests as well as the leveled lists injections.

 

 

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  • 3 weeks later...
  • 1 month later...

So had a weird thing happen today that set me back 5 hours in my save, i guess i piked up a viable deathclaw egg while killing them and when i teleported to sanctuary hills it just appeared and it was instantly hostile and unkillable as well even via console. So i used the disable command to get rid of it and went away to do some other stuff, later on i came back and there was a new deathclaw there fully grown but it wasn't a named one just a random deathclaw, again i disabled it through console and left now this time if i try to come back it CTD with no errors or anything in logs.

 

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2 hours ago, LordComfy said:

So had a weird thing happen today that set me back 5 hours in my save, i guess i piked up a viable deathclaw egg while killing them and when i teleported to sanctuary hills it just appeared and it was instantly hostile and unkillable as well even via console. So i used the disable command to get rid of it and went away to do some other stuff, later on i came back and there was a new deathclaw there fully grown but it wasn't a named one just a random deathclaw, again i disabled it through console and left now this time if i try to come back it CTD with no errors or anything in logs.

 

so this is I gathered that you have collected a hostile deathclaw egg from a nest or deathclaw.

it may have hatched during fast travel and spawned at your settlement

but it was unkillable to every thing, right?

 

 

ok that not being able to kill them is really weird because while they are programmed as protected which no one other than you can kill them.

when grown it will just spawn into a normal vanilla deathclaw which should be killable by everything

 

 

 

I know that this mod has a severe problem with ESPExplorer (it will spawn everything when used)

(btw I realised that I didn't have a egg kill recipe for hostile eggs so I will fix that sooner or later as well as the protected bit)

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  • 2 weeks later...

Released the new version of More creatures to suit a small change to Gray Users Mod (that I had forgotten about)

 

1.000

Added Supermutant Behemoth to breeding (produces Normal Supermutants)

Added Supermutant Behemoth Dead Leveled List (because in the vanilla game it uses Deathclaw's List, for some reason)

Change _Horror to _Null because it denies offspring rather than containing a horror element

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After installing the new version, I cannot get Deathclaw pregnancies. Doesn't matter if they are added by a mod, spawned in with console, found in the wild and made passive with the syringer: if they have sex with my character, and she gets pregnant, she births human babies, not eggs.

 

I have the AllInOne ESP selected in the FOMOD. The addon shows in FPE (and is obviously working to some degree since my character can get pregnant from sex with deathclaws). I have no idea what is wrong.

 

The only mod I also installed since the update (that affects creatures) is Beast Master v1.4, but that mod is supposed to only affect grown creatures, not eggs.

 

For now, I have been having having the babies be born, deleting them, and adding eggs via console, but I would like to see it working without this work-around.

 

EDIT: Just checked again, and FPE is showing the father race to be Deathclaw, so it is definitely working up to that point. The birth part seems to be the issue.

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6 hours ago, CanoLathra said:

After installing the new version, I cannot get Deathclaw pregnancies. Doesn't matter if they are added by a mod, spawned in with console, found in the wild and made passive with the syringer: if they have sex with my character, and she gets pregnant, she births human babies, not eggs.

 

I have the AllInOne ESP selected in the FOMOD. The addon shows in FPE (and is obviously working to some degree since my character can get pregnant from sex with deathclaws). I have no idea what is wrong.

 

The only mod I also installed since the update (that affects creatures) is Beast Master v1.4, but that mod is supposed to only affect grown creatures, not eggs.

 

For now, I have been having having the babies be born, deleting them, and adding eggs via console, but I would like to see it working without this work-around.

 

EDIT: Just checked again, and FPE is showing the father race to be Deathclaw, so it is definitely working up to that point. The birth part seems to be the issue.

I think I have found out what happened in your game.

 

I checked the Beast Master ESP and it uses DLC02DeathclawRace "Deathclaw"

and my mod reads DeathclawRace "Deathclaw"

 

because it doesn't match then it does the default pregnancy which is humans

 

(Looks like I have a bit of updating to do in the near future, I should look at the other DLC's as well)

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