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AAF Family Planning Enhanced for CBBE, Fusion Girl, and Jane Bod


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7 hours ago, Slapy7 said:

 

Hm, the plugin is labeled as 'fp_familyplanningenhanced', but judging by the amount of options in my MCM it could very well be redux. I do have the baby addons installed also, and I'm fairly certain the father wasn't human. Do you suppose there would be a specific cause for my issue, or could it be simply put down to a bug in the mod?

 

FPE Redux uses the same archive file name and plugin name, so you can't tell which you have just by looking at  that. If you pull up the top-level page for it in MCM though, just below the title and version you'll see "Redux By Invictusblade" if it's FPER.

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Mod's nice, but one MAJOR gripe I have with it is the "A New Born" quest... It becomes active and is IMMEDIATELY completed, so thus not allowing me to go to find the mother and see the pup for myself... This is pretty infuriating for me (At least me specifically), because I wanna go meet whoever I've given love to (Or had my way with on the subject of AAF:V...) again and see the pup, and depending on the situation, decide whether I wish to take the pup home with me, or allow them to stay with the mother

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2 hours ago, Ender Shadowborne said:

Mod's nice, but one MAJOR gripe I have with it is the "A New Born" quest... It becomes active and is IMMEDIATELY completed, so thus not allowing me to go to find the mother and see the pup for myself... This is pretty infuriating for me (At least me specifically), because I wanna go meet whoever I've given love to (Or had my way with on the subject of AAF:V...) again and see the pup, and depending on the situation, decide whether I wish to take the pup home with me, or allow them to stay with the mother

Just reload the last save and go wait near the mother until birth or track NPC pregnancy with MCM and act accordingly (E.G: 8th month 3 days left do some basic math... that's what i do)
If you have the know-how, add a notification + Timer or even better, a labor quest for NPCs ?

Edited by lee3310
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12 minutes ago, lee3310 said:

Just reload the last save and go wait near the mother until birth or track NPC pregnancy with MCM and act accordingly (E.G: 8th month 3 days left do some basic math... that's what i do)
If you have the know-how, add a notification + Timer or even better, a labor quest for NPCs ?

I've no idea how to go about tracking the NPC with MCM... and waiting by the NPC does take some time, so given that I've quests... doesn't make a lot of sense...

 

I'm afraid I don't have said know-how... I'm not a programmer by ANY means...

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2 hours ago, Ender Shadowborne said:

I've no idea how to go about tracking the NPC with MCM... and waiting by the NPC does take some time, so given that I've quests... doesn't make a lot of sense...

 

I'm afraid I don't have said know-how... I'm not a programmer by ANY means...

You can open MCM under FPE/debug (i think) there is an option for showing target (in the crosshairs) pregnancy info.
Let's say your NPC is in her 8th month of pregnancy (due date in 1 month max) and a month is 3 days (default), you can sleep/wait for 24/12 hours until the quest pops up and when it does, mark the day/hours (available in your pipboy), load a previous save and wait for it.

Edited by lee3310
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18 hours ago, lee3310 said:

You can open MCM under FPE/debug (i think) there is an option for showing target (in the crosshairs) pregnancy info.
Let's say your NPC is in her 8th month of pregnancy (due date in 1 month max) and a month is 3 days (default), you can sleep/wait for 24/12 hours until the quest pops up and when it does, mark the day/hours (available in your pipboy), load a previous save and wait for it.

Hard to do after having progressed in the game since the love sharing... ESPECIALLY when all I get it "<NPC> just gave birth in Commonwealth"... So I'm sorry that I didn't stick around for 27 game days to be right next to them for that... but there ARE things to do in the game... so it doesn't exactly make sense to just sit in one spot for ages... I'm just simply saying that the quest system could perhaps do with a rework to make it so that (if possible) it stays active until you're at least within the vicinity of the NPC in question, with a marker of where they are, or at least where you last encountered them, and THEN complete when you're nearby, so that way you already have them within a few meters or so, and can see the pup for yourself... (In my case, it was an unmarked location, that looked SORT OF like a car dealer/plaza, the quest that I was en-route to is hard to remember... it could've been anything... but I **DO** know I was on my way somewhere and ran into a battle between the Minutemen and some of The Mechanist's scrapbots... This isn't so much of an issue when I get an exact location, such as the Overseer in Vault 88... That I don't have an issue with, because at that point, I can easily find her in like 30 seconds or so on my own, but when it just says "Commonwealth"... I can't help but be like "Okay, that's fantastic, but WHERE *EXACTLY*?! Where are they now? What do I do about that? How does this lack of information help me in any way? (No, they were NOT marked as temporary [T] in the dev console)

 

See the issue? And I also don't have a good save that takes me back there anyway...

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3 hours ago, Ender Shadowborne said:

Hard to do after having progressed in the game since the love sharing... ESPECIALLY when all I get it "<NPC> just gave birth in Commonwealth"... So I'm sorry that I didn't stick around for 27 game days to be right next to them for that... but there ARE things to do in the game... so it doesn't exactly make sense to just sit in one spot for ages... I'm just simply saying that the quest system could perhaps do with a rework to make it so that (if possible) it stays active until you're at least within the vicinity of the NPC in question, with a marker of where they are, or at least where you last encountered them, and THEN complete when you're nearby, so that way you already have them within a few meters or so, and can see the pup for yourself... (In my case, it was an unmarked location, that looked SORT OF like a car dealer/plaza, the quest that I was en-route to is hard to remember... it could've been anything... but I **DO** know I was on my way somewhere and ran into a battle between the Minutemen and some of The Mechanist's scrapbots... This isn't so much of an issue when I get an exact location, such as the Overseer in Vault 88... That I don't have an issue with, because at that point, I can easily find her in like 30 seconds or so on my own, but when it just says "Commonwealth"... I can't help but be like "Okay, that's fantastic, but WHERE *EXACTLY*?! Where are they now? What do I do about that? How does this lack of information help me in any way? (No, they were NOT marked as temporary [T] in the dev console)

 

See the issue? And I also don't have a good save that takes me back there anyway...

The Quest has two Variables: the NPC and the location of that NPC. If one of them isn't named (like unique NPCs or settlements...) you will get "generic name" gave birth in "Commonwealth" ?.
Technically, you can add a quest marker that points at the NPC plus a 24 hours delay before birth but if more that one NPC give birth in the same period, things become complicated.

Edited by lee3310
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17 hours ago, lee3310 said:

The Quest has two Variables: the NPC and the location of that NPC. If one of them isn't named (like unique NPCs or settlements...) you will get "generic name" gave birth in "Commonwealth" ?.
Technically, you can add a quest marker that points at the NPC plus a 24 hours delay before birth but if more that one NPC give birth in the same period, things become complicated.

However unlikely such event may be... and that's pretty much what I'll need. However, there's also this to consider; if an NPC **IS** temporary, however unlikely that may be, chances are, the system may not know WHERE to put the marker, if anywhere at all, and MAY cause a crash, a failsafe, in that case, may be required, and at that point, an update to the mod would be better, which can also explain why the quest just immediately completes, but again, it doesn't really help people like me who do the secks and then head off on an adventure to... oh shit... I just realized... this just poses the SAME issue much like the base game storyline, except now you're doing it all over again and with much *LESS* information to work with! And with a substantially reduced amount of help, if any at all! But yeah... you get the point...

 

TL;DR, Marker delay would be nice, has its issues, an update would be preferable, not ideal for people like me who continue on storylines, but... y'know... what can you do?

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How do we add a quest marker for the NPC? I too find it frustrating to find the npc who has apparently just given birth, especially when it marks it down as 'settler has just given birth in commonwealth lol. If it does happen to give me a specific settlement location, most times I will go there and search every settlers inventory and find no baby at all. A quest marker would at least save me some time.

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I can't seem to get my character pregnant, I have the reproduction effect, woke up feeling fertile and all the, have my character get boned by Cito for an ingame hour and nothing seems to happen. I'm using lietos animations if that matters, here's a couple screenshots of my settings.

Screenshot_1.png

Screenshot_2.png

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  • 5 weeks later...

Hi everyone,

 

My PC just got pregnant and got the quest to find the father. Some NPC are shown but when I talk to them, they are only saying "why are you looking at me like that" and I can't continue the discussion. Does anyone has any ideas why and did someone had the same problem? 

Thanks a lot and sorry if someone already posted something about that 

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If I have female to female pregnancy enabled and it comes up with same sex animations, how is it? Can only the recipient become pregnant or also the donor at the same time? And then there are "neither nor" scenes.
I use "Morning Sex With Lover" and when my actress takes the giving position, she still loses a condom (sometimes). I found that strange.

Edited by deathmorph
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  • 2 weeks later...
On 5/20/2022 at 2:14 AM, EgoBallistic said:

 

Someone would need to make a baby add-on for that race.  There are instructions for doing this in the FPEMakeYourOwnBabyAddon.pdf document in the Downloads section.

Gotcha, I would try my hand at it but I have 0 knowledge working with the Creation Kit. So I guess I'll have to either learn to use it or try to get someone to do it for me.

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  • 3 weeks later...

Script Log: 

Spoiler
[03/09/2023 - 06:47:51PM] VM is freezing...
[03/09/2023 - 06:47:51PM] VM is frozen
[03/09/2023 - 06:47:52PM] Saving game...
[03/09/2023 - 06:47:52PM] VM is thawing...
[03/09/2023 - 06:47:52PM] error: Cannot check for a None keyword
stack:
	[HumanRace (00013746)].Race.HasKeyword() - "<native>" Line ?
	[FPFP_BabyHandler (25003DB1)].fpfp_babyhandlerscript.GetBabyType() - "FPFP_BabyHandlerScript.psc" Line 127
	[FPFP_BabyHandler (25003DB1)].fpfp_babyhandlerscript.AddBaby() - "FPFP_BabyHandlerScript.psc" Line 52
	[ (FF025151)].fpfp_basepregdata.GiveBirth() - "FPFP_BasePregData.psc" Line 551
	[ (FF025151)].fpfp_basepregdata.OnTimerGameTime() - "FPFP_BasePregData.psc" Line 530
[03/09/2023 - 06:47:52PM] error: Cannot check for a None keyword
stack:
	[HumanRace (00013746)].Race.HasKeyword() - "<native>" Line ?
	[FPFP_BabyHandler (25003DB1)].fpfp_babyhandlerscript.GetBabyType() - "FPFP_BabyHandlerScript.psc" Line 133
	[FPFP_BabyHandler (25003DB1)].fpfp_babyhandlerscript.AddBaby() - "FPFP_BabyHandlerScript.psc" Line 52
	[ (FF025151)].fpfp_basepregdata.GiveBirth() - "FPFP_BasePregData.psc" Line 551
	[ (FF025151)].fpfp_basepregdata.OnTimerGameTime() - "FPFP_BasePregData.psc" Line 530
[03/09/2023 - 06:47:53PM] error: Cannot access an element of a None array
stack:
	[FPFP_BabyHandler (25003DB1)].fpfp_babyhandlerscript.GetBabyType() - "FPFP_BabyHandlerScript.psc" Line 161
	[FPFP_BabyHandler (25003DB1)].fpfp_babyhandlerscript.AddBaby() - "FPFP_BabyHandlerScript.psc" Line 52
	[ (FF025151)].fpfp_basepregdata.GiveBirth() - "FPFP_BasePregData.psc" Line 551
	[ (FF025151)].fpfp_basepregdata.OnTimerGameTime() - "FPFP_BasePregData.psc" Line 530
[03/09/2023 - 06:47:53PM] FPE Bab Handler - AddBaby has finished
[03/09/2023 - 06:47:53PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0016D28E)>]
[03/09/2023 - 06:47:53PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (00161F4B)>]
[03/09/2023 - 06:47:54PM] FPA: New self esteem value: 100.000000
[03/09/2023 - 06:47:55PM] WSFW: NPC recruitment for 38 workshops took 3.269043 seconds.
[03/09/2023 - 06:47:55PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (03038EA8)>]
[03/09/2023 - 06:47:56PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (000E0505)>]
[03/09/2023 - 06:47:57PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0006F5C5)>]
[03/09/2023 - 06:47:58PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0001D0E2)>]
[03/09/2023 - 06:47:59PM] <<<<<<<<< DailyUpdate Finished for [DLC06:VaultWorkshopScript < (05000FEF)>]
[03/09/2023 - 06:48:00PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0009B1AC)>]
[03/09/2023 - 06:48:01PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0009B1DB)>]
[03/09/2023 - 06:48:01PM] FPE [fpfp_basepregdata < (FF01B822)>] holding actor [Actor < (0009C87F)>] | Checking to see if our NPC is still existant
[03/09/2023 - 06:48:02PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (001E81EA)>]
[03/09/2023 - 06:48:02PM] info: *Achievement 24 awarded - a winnar is you!*
[03/09/2023 - 06:48:02PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0009B18F)>]
[03/09/2023 - 06:48:03PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (001F0711)>]
[03/09/2023 - 06:48:04PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (01000E4C)>]
[03/09/2023 - 06:48:05PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (06047DFB)>]
[03/09/2023 - 06:48:07PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0009B1F1)>]
[03/09/2023 - 06:48:08PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0300AB20)>]
[03/09/2023 - 06:48:08PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (00164321)>]
[03/09/2023 - 06:48:10PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0009B197)>]
[03/09/2023 - 06:48:11PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (001654D5)>]
[03/09/2023 - 06:48:11PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (BF1719E0)>]
[03/09/2023 - 06:48:13PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (000250FE)>]
[03/09/2023 - 06:48:13PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (00054BAE)>]
[03/09/2023 - 06:48:14PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (001654B8)>]
[03/09/2023 - 06:48:16PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0009B1A5)>]
[03/09/2023 - 06:48:16PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (00168945)>]
[03/09/2023 - 06:48:17PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (00019956)>]
[03/09/2023 - 06:48:19PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0009B19D)>]
[03/09/2023 - 06:48:19PM] <<<<<<<<< DailyUpdate Finished for [DLC04:DLC04RedRocketWorkshopScript < (0600BCE7)>]
[03/09/2023 - 06:48:20PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (001654BD)>]
[03/09/2023 - 06:48:21PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (000B3506)>]
[03/09/2023 - 06:48:21PM] error: Cannot check for a None keyword
stack:
	[CGRGhoulRace (3C000823)].Race.HasKeyword() - "<native>" Line ?
	[FPFP_BabyHandler (25003DB1)].fpfp_babyhandlerscript.GetBabyType() - "FPFP_BabyHandlerScript.psc" Line 127
	[FPFP_BabyHandler (25003DB1)].fpfp_babyhandlerscript.AddBaby() - "FPFP_BabyHandlerScript.psc" Line 52
	[ (2500D017)].fpfp_playerpregdata.GiveBirth() - "FPFP_PlayerPregData.psc" Line 261
	[topic info 25002E8A on quest FPFP_Labour (25000FA9)].Fragments:TopicInfos:TIF_FPFP_Labour_01002E8A.Fragment_End() - "TIF_FPFP_Labour_01002E8A.psc" Line 17
[03/09/2023 - 06:48:21PM] error: Cannot check for a None keyword
stack:
	[CGRGhoulRace (3C000823)].Race.HasKeyword() - "<native>" Line ?
	[FPFP_BabyHandler (25003DB1)].fpfp_babyhandlerscript.GetBabyType() - "FPFP_BabyHandlerScript.psc" Line 133
	[FPFP_BabyHandler (25003DB1)].fpfp_babyhandlerscript.AddBaby() - "FPFP_BabyHandlerScript.psc" Line 52
	[ (2500D017)].fpfp_playerpregdata.GiveBirth() - "FPFP_PlayerPregData.psc" Line 261
	[topic info 25002E8A on quest FPFP_Labour (25000FA9)].Fragments:TopicInfos:TIF_FPFP_Labour_01002E8A.Fragment_End() - "TIF_FPFP_Labour_01002E8A.psc" Line 17
[03/09/2023 - 06:48:22PM] error: Cannot access an element of a None array
stack:
	[FPFP_BabyHandler (25003DB1)].fpfp_babyhandlerscript.GetBabyType() - "FPFP_BabyHandlerScript.psc" Line 161
	[FPFP_BabyHandler (25003DB1)].fpfp_babyhandlerscript.AddBaby() - "FPFP_BabyHandlerScript.psc" Line 52
	[ (2500D017)].fpfp_playerpregdata.GiveBirth() - "FPFP_PlayerPregData.psc" Line 261
	[topic info 25002E8A on quest FPFP_Labour (25000FA9)].Fragments:TopicInfos:TIF_FPFP_Labour_01002E8A.Fragment_End() - "TIF_FPFP_Labour_01002E8A.psc" Line 17
[03/09/2023 - 06:48:22PM] FPE Bab Handler - AddBaby has finished
[03/09/2023 - 06:48:22PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (00066EB6)>]
[03/09/2023 - 06:48:24PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (00024A26)>]
[03/09/2023 - 06:48:25PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0302064C)>]
[03/09/2023 - 06:48:26PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (00135A90)>]
[03/09/2023 - 06:48:27PM] [workshopscript < (001654CF)>]Starting timer to retry daily update. WorkshopParent.DailyUpdateInProgress = True
[03/09/2023 - 06:48:28PM] [workshopscript < (0009B1BE)>]Starting timer to retry daily update. WorkshopParent.DailyUpdateInProgress = True
[03/09/2023 - 06:48:29PM] [workshopscript < (0301C6AA)>]Starting timer to retry daily update. WorkshopParent.DailyUpdateInProgress = True
[03/09/2023 - 06:48:30PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0009B1D1)>]
[03/09/2023 - 06:48:34PM] [workshopscript < (0009B1BE)>]Starting timer to retry daily update. WorkshopParent.DailyUpdateInProgress = True
[03/09/2023 - 06:48:34PM] [workshopscript < (0301C6AA)>]Starting timer to retry daily update. WorkshopParent.DailyUpdateInProgress = True
[03/09/2023 - 06:48:34PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (001654CF)>]
[03/09/2023 - 06:48:42PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0009B1BE)>]
[03/09/2023 - 06:48:45PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0301C6AA)>]
[03/09/2023 - 06:48:45PM] FPE [fpfp_basepregdata < (FF028AC0)>] holding actor [workshopnpcscript < (FF0289F7)>] | Checking to see if our NPC is still existant
[03/09/2023 - 06:48:48PM] [RealHandcuffs] Player opening unknown container.

 

I've carried several babies to term so far, but for some reason the baby never gets added to either my or the partner's inventories. Grabbing the script log during the birthing event and hoping it's something simple I can fix. Any help appreciated. 

Edited by LostInEros
Formatting
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8 hours ago, vranina said:

Hello. I have a little problem Curie doesn't want to get pregnant. What can I do about it?

Well, since she's a synth, i'd say that's a good thing but remember that pregnancy chance is 3% by default (increase it in MCM and try again or wait for curie or/and PC to get fertile).

Edited by lee3310
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19 hours ago, vranina said:

Hello. I have a little problem Curie doesn't want to get pregnant. What can I do about it?

 

11 hours ago, lee3310 said:

Well, since she's a synth, i'd say that's a good thing but remember that pregnancy chance is 3% by default (increase it in MCM and try again or wait for curie or/and PC to get fertile).

also if you are using FPE Redux then I did add an option to deny any gen3 synths from getting pregnant (or impregnating others)

there is an option early in the FPER MCM to toggle this

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  • 2 weeks later...
  • 2 weeks later...

Is there a way to delay the start of player character pregnancy? Right now it starts too fast for The Father quest to be a mystery. In most cases it happens right after fast traveling somewhere. Is it possible to make it occur after 2-3 in game days? Changing FPE morph days does not affect this.

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10 minutes ago, Valtter4 said:

Is there a way to delay the start of player character pregnancy? Right now it starts too fast for The Father quest to be a mystery. In most cases it happens right after fast traveling somewhere. Is it possible to make it occur after 2-3 in game days? Changing FPE morph days does not affect this.

 

This is a change (one of many) which was made in Family Planning Enhanced Redux. It essentially delays the start of the father quest/player pregnancy notification by one FPE month (3 in-game days by default), since that's about how long it would take to notice a missed period.

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4 hours ago, vaultbait said:

 

This is a change (one of many) which was made in Family Planning Enhanced Redux. It essentially delays the start of the father quest/player pregnancy notification by one FPE month (3 in-game days by default), since that's about how long it would take to notice a missed period.

 
 

Good to know, thank you!
I've used Family Planning Enhanced Redux before, but it is considerably less stable than this version. The Father quest just stops working in the Redux version, for example. That's why I was wondering if it is possible to delay the start of player character pregnancy for this FPE

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17 minutes ago, Valtter4 said:

Good to know, thank you!
I've used Family Planning Enhanced Redux before, but it is considerably less stable than this version. The Father quest just stops working in the Redux version, for example. That's why I was wondering if it is possible to delay the start of player character pregnancy for this FPE

 

I too currently use this version of FPE rather than FPER, though I have used both extensively.

 

You could probably implement the same delay that FPER uses, but it will require installing the CK and some Papyrus scripting knowledge.

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