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(Legacy) Family Planning Enhanced More Creatures


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Posted
1 hour ago, Invictaxe said:

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)

So what you're saying is that both DeathclawRace and DLC2DeathclawRace show as 'Deathclaw', making it impossible to tell which one impregnated a character based on what a doctor/the debug menu tells you? Good to know. I'll stop trying to breed Deathclaws until you update. (I was mostly using DLC2, i.e. Wasteland Workshop, Deathclaws due to them being easier to tame.)

 

Being able raise some of the other creatures in the DLCs (Gatorclaws, Gulpers, Gazelles, etc.) would be nice. And since you appear to just use setscale for the babies, I would think it wouldn't be too hard to set up the revive/freeze/reheat parts of the mod for them.

 

Breeding would have to rely on animations existing for the animals, but worst-case scenario I would just edit animations for other animals to the DLC animals (radstags to gazelles, for instance).

Posted
21 minutes ago, CanoLathra said:

Being able raise some of the other creatures in the DLCs (Gatorclaws, Gulpers, Gazelles, etc.) would be nice. And since you appear to just use setscale for the babies, I would think it wouldn't be too hard to set up the revive/freeze/reheat parts of the mod for them.

what you do mean by this?

 

I did the Nuka World creatures a while ago but I am not sure if there is no animations for them

 

as for the cryo stuff, all of the creatures have them.

 

I have fixed the issue(I think) so basically if a DLC02 Deathclaw impregnates someone then the offspring will be a vanilla Deathclaw.

 

btw I did look at that DLC pack for ideas for instance, using the cages as a sleeping pen for the creatures but I don't think it was workable at the time.

Posted
8 minutes ago, Invictaxe said:

what you do mean by this?

 

I did the Nuka World creatures a while ago but I am not sure if there is no animations for them

Yeah I definitely haven’t seen any animations for the Nuba World or Far Harbor creatures. That said I know @Gray User has them on his “to-do” list.

Posted

1.100 Minor Patch

Added Creature Races from DLCworkshop01 because I had forgotten about them.

Added Creature Races from DLC03(Stingwing) & DLC04(Deathclaw)

 

however I am thinking about adding Quantum Deathclaw offspring to my mod later on from Nukaworld DLC

as well as adding an recipe to inject quantum nuka into normal deathclaws to turn them into quantum Deathclaws

  • 2 weeks later...
Posted

I started looking at ways to introduce non-sexual methods of impregnation such as using Chem's and Syringers.

I attempted to modify an existing script from the bloatfly thread

and unfortunately coding is not my strong suit.

so this is what I have in the script and it compiles correctly. (it needs a bit of work)

I would like a hint or something

 

Scriptname FPE_FatherRacePlayerScript extends activemagiceffect

Quest Property FPE_FatherRace Auto
Actor Property FatherRace_Cum Auto Const Mandatory

FPE_Interface_Script FPE_Interface

Function Setup()
    FPE_Interface = FPE_FatherRace as FPE_Interface_Script
    If FPE_Interface.LoadFPE() == true
        Debug.Trace("FPE FatherRace: Family Planning Enhanced is loaded")
    Else
        Debug.Trace("FPE FatherRace: Family Planning Enhanced not found")
    EndIf
EndFunction

Event OnPlayerLoadGame()
    Debug.Trace("FPE FatherRace: FPE_FatherRacePlayerScript OnPlayerLoadGame")
    Setup()
EndEvent

Event OnEffectStart(actor akTarget, Actor FatherRace_Cum)
    If FatherRace_Cum != None
        Debug.Trace ("FPE FatherRace: FPE_FatherRacePlayerScript OnHit - Trying to impregnate our actor")
        FPE_Interface.TryToMakePregnant(akTarget as Actor, FatherRace_Cum as Actor)
    Endif
    RegisterForHitEvent(akTarget)
    
EndEvent

 

 

script_test.jpg

Posted

I have been working on scripting to get impregnation via magic effect working but I have no idea what is going on. (I haven't done programming in a few years)

 

Spoiler

Scriptname FPE_FatherRacePlayerScript extends activemagiceffect

Quest Property FPE_FatherRace Auto
Actor Property Father_Cum Auto Const Mandatory

FPE_Interface_Script FPE_Interface

Function Setup()
    FPE_Interface = FPE_FatherRace as FPE_Interface_Script
    If FPE_Interface.LoadFPE() == true
        Debug.Trace("FPE FatherRace: Family Planning Enhanced is loaded")
    Else
        Debug.Trace("FPE FatherRace: Family Planning Enhanced not found")
    EndIf
EndFunction

Event OnPlayerLoadGame()
    Debug.Trace("FPE FatherRace: FPE_FatherRacePlayerScript OnPlayerLoadGame")
    Setup()
EndEvent

Event OnEffectStart(Actor akTarget, Actor akCaster)
    FPE_Interface.KnockUp(Father_Cum)
EndEvent

Spoiler

Scriptname FPE_Interface_Script extends Quest Conditional

FPFP_Player_Script Property FPEP Auto Const Mandatory
Actor property PlayerRef Auto Const Mandatory
Actor Property FatherRace Auto Const Mandatory

FormList FPFP_DataHoldersList
Quest FPE
Keyword FPFP_HasData


Bool Function LoadFPE()
    If Game.IsPluginInstalled("FP_FamilyPlanningEnhanced.esp")
        FPFP_DataHoldersList = Game.GetFormFromFile(0x0000D015 ,"FP_FamilyPlanningEnhanced.esp") as FormList
        FPE = Game.GetFormFromFile(0x00000F99 ,"FP_FamilyPlanningEnhanced.esp") as Quest
        FPFP_HasData = Game.GetFormFromFile(0x0000D010 ,"FP_FamilyPlanningEnhanced.esp") as Keyword
        Return True
    Else
        Return false
    EndIf
EndFunction

FPFP_BasePregData Function GetPregData(actor akActor)
    If (akActor == PlayerRef)
        Return (FPE as FPFP_Player_Script).GetPlayerPregnancyInfo()
    ElseIf !akActor.HasKeyword(FPFP_HasData)
        Return None
    Else
        FPFP_BasePregData tmpData
        Int i = FPFP_DataHoldersList.GetSize()
        While (i)
            i -= 1
            tmpData = FPFP_DataHoldersList.GetAt(i) as FPFP_BasePregData
            If (tmpData.OurSelf == akActor)
                Return tmpData
            EndIf
        EndWhile
    EndIf
EndFunction

Function TryToMakePregnant(actor akFemale, actor akMale)
    FPFP_BasePregData tmpData = GetPregData(akFemale)
    If (tmpData)
        If (tmpData.DeterminePotentialMan(akMale) != None)
            tmpData.TrySpermFrom(akMale)
        EndIf
    EndIf
EndFunction

Function KnockUp(actor akMale)
    FPFP_PlayerPregData PlayerInfo = FPEP.GetPlayerPregnancyInfo()
    PlayerInfo.Impregnate(akMale)
EndFunction

Function TryToAbort(actor akFemale)
    FPFP_BasePregData tmpData = GetPregData(akFemale)
    if (tmpData)
        tmpData.GiveBirth(false)
    EndIf
EndFunction

 

  • 1 month later...
Posted
15 minutes ago, Shiara said:

How and where do you instal this mod? Or all I have to do is dump it into my mod manager and install?

unless I messed it up, you should be able to add the mod to a mod organiser of some kind (I use Nexus Mod Manager) and then install it

otherwise open it up in a zip program

and find the version of the mod, you want to use

FPEAIOCreatureAddon - Contains everything

FPEAIOCreatureAddon_null - Denies everything living in case you get impregnated by a creature

FPEAIOCreatureAddon_Breed - Only Breeding

FPEVanilaCreatureAddon - Contains everything from the base game (No DLC Content)

 

finally all versions contain both an ESP and an ESL

Posted

I like this mod, and I especially like the possibility in the game, especially the hybrid reproductive part of players and creatures.

 

It can have new functions. For example, when a player is fertilized by a certain race, the race will become non hostile until the player ends pregnancy. Because this race wants fertilized players to give birth to their offspring, rather than killing pregnant players, such as Berserker zombies and super mutants, they will not actively attack the "same kind". (except for species with high IQ, such as humans)

 

When a player gives birth to a creature, it has a certain chance to become hostile. This ensures that the adult creature will continue to reproduce and do the reproductive behavior that its survival instinct needs to do.

 

And the level of players also affects the level of fertilized egg creatures. The creatures you give birth to, especially the hostile parts, become more challenging. You have to give birth to them (like parasite eggs), and they have a chance to attack you and try to defeat you, have sex with you again, and continue their reproductive behavior.

Posted
6 hours ago, x2119225 said:

I like this mod, and I especially like the possibility in the game, especially the hybrid reproductive part of players and creatures.

 

It can have new functions. For example, when a player is fertilized by a certain race, the race will become non hostile until the player ends pregnancy. Because this race wants fertilized players to give birth to their offspring, rather than killing pregnant players, such as Berserker zombies and super mutants, they will not actively attack the "same kind". (except for species with high IQ, such as humans)

 

When a player gives birth to a creature, it has a certain chance to become hostile. This ensures that the adult creature will continue to reproduce and do the reproductive behavior that its survival instinct needs to do.

 

And the level of players also affects the level of fertilized egg creatures. The creatures you give birth to, especially the hostile parts, become more challenging. You have to give birth to them (like parasite eggs), and they have a chance to attack you and try to defeat you, have sex with you again, and continue their reproductive behavior.

most of this is beyond my scope, hoever

6 hours ago, x2119225 said:

When a player gives birth to a creature, it has a certain chance to become hostile. This ensures that the adult creature will continue to reproduce and do the reproductive behavior that its survival instinct needs to do.

 

And the level of players also affects the level of fertilized egg creatures. The creatures you give birth to, especially the hostile parts, become more challenging. You have to give birth to them (like parasite eggs), and they have a chance to attack you and try to defeat you, have sex with you again, and continue their reproductive behavior.

well, one of the plans was to add a hostile creature to each of the childs outputs so it will have a 1in3 chance of becoming hostile,

Posted
8 hours ago, Invictaxe said:

most of this is beyond my scope, hoever

well, one of the plans was to add a hostile creature to each of the childs outputs so it will have a 1in3 chance of becoming hostile,

Yes, I think there is a chance that hostile creatures will be interesting, because they may defeat the players, then trigger the defeat animation, and then trigger the pregnancy function. However, many insects and creatures are very weak. If the enemy creature is an individual with enhanced life value, it will be difficult to deal with! Then it will have a chance to beat the players.

 

But to be honest, I'm very satisfied with the current content, because I can finally give birth to these creatures, which is great, I like it very much.

 

As a result, the game world becomes more dangerous, exciting, creative and possible.

Posted
45 minutes ago, x2119225 said:

Yes, I think there is a chance that hostile creatures will be interesting, because they may defeat the players, then trigger the defeat animation, and then trigger the pregnancy function. However, many insects and creatures are very weak. If the enemy creature is an individual with enhanced life value, it will be difficult to deal with! Then it will have a chance to beat the players.

 

But to be honest, I'm very satisfied with the current content, because I can finally give birth to these creatures, which is great, I like it very much.

 

As a result, the game world becomes more dangerous, exciting, creative and possible.

I was thinking about adding a hostile version of the mod that each of the pregnancies (or crafting) will end in hostile creatures

but I am just wondering at what point to turn them hostile because a fully grown hostile deathclaw coming from an egg is a bit much.

my current version is a hostile child deathclaw but to do this to all of the children is a bit much unless I completely remove the growing aspect of it so that they remain children forever (until you or someone kills them)

btw I was thinking about this while writing it so it might be a bit confusing

Posted

just wondering does anyone play the following mods

Floaters

https://www.nexusmods.com/fallout4/mods/41180

Famished

https://www.nexusmods.com/fallout4/mods/40838

Institute Centaurs

https://www.nexusmods.com/fallout4/mods/41476

DC Molerats

https://www.nexusmods.com/fallout4/mods/41671

 

because I am wondering if I should do some addon packs for more creatures using these creatures (yes I know there is no animations for them)

I was thinking about creating a horror version using the institute Centaurs (That each and every creature impregnation will result in a centaur)

Posted
1 hour ago, Invictaxe said:

just wondering does anyone play the following mods

Floaters

https://www.nexusmods.com/fallout4/mods/41180

Famished

https://www.nexusmods.com/fallout4/mods/40838

Institute Centaurs

https://www.nexusmods.com/fallout4/mods/41476

DC Molerats

https://www.nexusmods.com/fallout4/mods/41671

 

because I am wondering if I should do some addon packs for more creatures using these creatures (yes I know there is no animations for them)

I was thinking about creating a horror version using the institute Centaurs (That each and every creature impregnation will result in a centaur)

I’d definitely give the “centaur horror” version a try as I’ve often thought to myself that it’s a little weird that a human getting impregnated my a mutant resulted in a pure bred mutant offspring. I’ve always thought it would be cool if the resulting offspring was a hybrid of human and the father race. But I understand that it’ll never happen because that’s a hell of a lot of work to ask of anyone. 

 

Back to the topic at hand, I’d personally like it if it had a % chance slider in MCM because I like a bit of variety.

Posted
20 hours ago, Invictaxe said:

just wondering does anyone play the following mods

Floaters

https://www.nexusmods.com/fallout4/mods/41180

Famished

https://www.nexusmods.com/fallout4/mods/40838

Institute Centaurs

https://www.nexusmods.com/fallout4/mods/41476

DC Molerats

https://www.nexusmods.com/fallout4/mods/41671

 

because I am wondering if I should do some addon packs for more creatures using these creatures (yes I know there is no animations for them)

I was thinking about creating a horror version using the institute Centaurs (That each and every creature impregnation will result in a centaur)

I have the famished, its pretty cool to randomly see a radstag zip past being chased by one of them lol, I wanted to add the others but i'm at the limit mod wise already.  I did ask grayuser if he would consider doing animations for some mod creatures such as these and he said he would consider it, so there may be animations at some point in the future.

Posted
7 minutes ago, Evilhomer said:

I have the famished, its pretty cool to randomly see a radstag zip past being chased by one of them lol, I wanted to add the others but i'm at the limit mod wise already.  I did ask grayuser if he would consider doing animations for some mod creatures such as these and he said he would consider it, so there may be animations at some point in the future.

fair enough, I just recently downloaded them and had a look at them both in the game and in FO4Edit and realise that an addon could work.

 

btw I was considering doing an addon for "Unique NPC Creatures and Monsters of the Commonwealth" but it has a couple of problems that prevents it from working properly

basically because it relies on Armors instead of Races

Posted

I have been working on a new update for More Creatures to use a script I made for Baby Addons

this script force an animation to play when holding a baby.

 

so I decided to do the same for the eggs and wombs of more creatures

but it doesn't look great with a large amount of clipping. so I think I am going to abandon it for the time being

with the exception of humanoid babies (Supermutants & Synths)

 

however I am working on an alternative idea having the egg on the back and the front of a NPC as a selectable model (example below)

20191119151000_1.jpg

Posted

due to the awesome work by EgoBallistic, I finally have a working prototype of a cum injection mod. (I tested it and it works great(slight issues with messages))

so I have a problem with how to package the injector in the game (how to use and modify it)

so I have two ideas about how to do it

 

1. (my new preference because it is simple) is to have a separate cum injector for each usable creature and clones

 

2. (my old preference because it was lighter on armors but harder) is to have an empty cum injector which requires object modification for each usable creature (and clones if my idea works)

 

btw both idea require harvesting cum from dead bodies similar to my dying egg leveled lists

Posted
On 11/26/2019 at 1:18 AM, Invictaxe said:

due to the awesome work by EgoBallistic, I finally have a working prototype of a cum injection mod. (I tested it and it works great(slight issues with messages))

so I have a problem with how to package the injector in the game (how to use and modify it)

so I have two ideas about how to do it

 

1. (my new preference because it is simple) is to have a separate cum injector for each usable creature and clones

 

2. (my old preference because it was lighter on armors but harder) is to have an empty cum injector which requires object modification for each usable creature (and clones if my idea works)

 

btw both idea require harvesting cum from dead bodies similar to my dying egg leveled lists

Since this update (v1.3) The FPE Food/Freeze/Imprint/Reheat/Revive categories are gone from the chemistry bench.

Worked fine in v1.2, but now they are gone.

Is this a bug?

Posted
2 hours ago, SilverPerv said:

Since this update (v1.3) The FPE Food/Freeze/Imprint/Reheat/Revive categories are gone from the chemistry bench.

Worked fine in v1.2, but now they are gone.

Is this a bug?

sorry, I change so many things that I completely forgot to mention there is a new chemistry bench in the workshop under crafting

it is called "Wasteland Creatures"

 

it was called something else in a earlier version but I lost that version and cannot remember what it was called

Posted
1 hour ago, Invictaxe said:

sorry, I change so many things that I completely forgot to mention there is a new chemistry bench in the workshop under crafting

it is called "Wasteland Creatures"

Thx found it.

  • 4 weeks later...
Posted

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)

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