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(Legacy) Family Planning Enhanced Assorted Addon's


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51 minutes ago, magnusx said:

Ok ran even more tests, without and with all those mods installed so, got into mutties enslaved, pregnant, window with baby stats, thing that dont happens if the father is human, have the following mods that involves pregnancy besides this one:

 

RSE II: Reproductive System Effects

 

AAF Family Planning Enhanced for CBBE

 

latest version for both, wa Im concluding is that somthing is preventing FPE generate the baby, it dont happens when the father results to be a mutant, and to be honest never got defeated by raiders using this mod so wasnt unaware of it, so, do u have any clue wa im doing or not doin right so this can happen? tyvm in advance

 

On 12/13/2019 at 7:09 AM, reaper69 said:

the FPE mods i have are,

FPEAIOCreatureaddon.esl

FPE_BabyAddons.esp

FPEAddonpack.esp

FPEDogAddon.esp

FPESupperMutanAddon.esp

 

 it might be related to having these mods installed especially the FPESuperMutanAddon.esp.

 

but I don't really know

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1 hour ago, Invictaxe said:

 

 it might be related to having these mods installed especially the FPESuperMutanAddon.esp.

 

but I don't really know

so, i just remove all those u adressing and leave only ur pack enabled? I just followed the requirements of FPE, gonna try that, tyvm

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9 hours ago, Invictaxe said:

beta v1.06ish (ESP only)

did minor recipe changes (added breast milk drugs)

Added Piper as a clonable baby as a semen injection (let me know if the DNA levelled list injection quest works(adds Piper's DNA to her inventory) it didn't in my game)

(however I did add a debug Recipe in Planned Parenthood to convert DNA into Piper's DNA)

 

 

20191215095515_1.jpg

FPE_BabyAddon's v1.06beta.7z 44 kB · 0 downloads

a couple of questions for anyone who plays this mods

this is about cloning NPC babies

1. does anyone care what the clone child looks like, I am going to have the same hair and skin color and not much else. is this fine with everyone?

2. I am just going to do the human companions at the moment (maybe the others will in the more creatures mods) is that fine?

3. does anyone have any requests?

 

about Piper, this was the process

Girl Baby->Female Child(using Nat's traits)->Female Adult(using Piper's traits)

 

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7 hours ago, Invictaxe said:

a couple of questions for anyone who plays this mods

this is about cloning NPC babies

1. does anyone care what the clone child looks like, I am going to have the same hair and skin color and not much else. is this fine with everyone?

2. I am just going to do the human companions at the moment (maybe the others will in the more creatures mods) is that fine?

3. does anyone have any requests?

 

about Piper, this was the process

Girl Baby->Female Child(using Nat's traits)->Female Adult(using Piper's traits)

 

Well, i would like to mix ur mods of creatures and this so when u clone an NPC becuz u make them mortal maybe play as a mad scientist and mix DNA of creatures and clones  giving powered mutations, dunno kind of Clone piper+mireluk =melee hardened piper, clone piper+deatclaw= melee damage up; stuff like that, using eggs and baby's to mix, playing with mortal followers it could be awesome to go beyond and play god as the Institute, just saying, Thnx for ur awesome mod

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20 hours ago, Invictaxe said:

a couple of questions for anyone who plays this mods

this is about cloning NPC babies

1. does anyone care what the clone child looks like, I am going to have the same hair and skin color and not much else. is this fine with everyone?

2. I am just going to do the human companions at the moment (maybe the others will in the more creatures mods) is that fine?

3. does anyone have any requests?

 

about Piper, this was the process

Girl Baby->Female Child(using Nat's traits)->Female Adult(using Piper's traits)

 

1. That sounds great. 

 

2. Awesome.

 

3. Not a request but a question, do you think it would be possible to attach quests and unique dialogue to an FPE child/adult? I started thinking what if you had a kid with Piper, or any of your followers, and once the baby grows into a child there could be quests related to raising him/her and more once they become an adult.

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13 hours ago, magnusx said:

Well, i would like to mix ur mods of creatures and this so when u clone an NPC becuz u make them mortal maybe play as a mad scientist and mix DNA of creatures and clones  giving powered mutations, dunno kind of Clone piper+mireluk =melee hardened piper, clone piper+deatclaw= melee damage up; stuff like that, using eggs and baby's to mix, playing with mortal followers it could be awesome to go beyond and play god as the Institute, just saying, Thnx for ur awesome mod

Like I said before, it would be a pain to do individual animal cloning - Piper/Deathclaw - Piper/Stingwing

 

however there might be a way to mimic the said effects when keeping the same number of NPC's.

by the usage of activator armors (such as rings or bah) that activate the dormant genes inside a clone (that can only be used on clones)

 

19 minutes ago, tod howard said:

3. Not a request but a question, do you think it would be possible to attach quests and unique dialogue to an FPE child/adult? I started thinking what if you had a kid with Piper, or any of your followers, and once the baby grows into a child there could be quests related to raising him/her and more once they become an adult.

no, not at my skill level at the moment.

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On 12/15/2019 at 3:58 AM, Invictaxe said:

a couple of questions for anyone who plays this mods

this is about cloning NPC babies

1. does anyone care what the clone child looks like, I am going to have the same hair and skin color and not much else. is this fine with everyone?

2. I am just going to do the human companions at the moment (maybe the others will in the more creatures mods) is that fine?

3. does anyone have any requests?

 

about Piper, this was the process

Girl Baby->Female Child(using Nat's traits)->Female Adult(using Piper's traits)

 

When I see the word clone I think identical. If its just the hair, skin color, and traits that sounds good to me, rather than an exact copy.

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I have been working on Breeding Cloned Companions and I reached a slight issue about how to craft the clone injectors

 

easy solution for me (which may be better in terms of relationship) but will take longer for players to reach

to craft the injector, you require the companion perk from Cait (so Trigger Rush in this case) and this requires maximum trust which may justify cloning said companion

 

hard solution for me (which may be better in terms of sandboxing) but will be shorter for players to reach

to craft the injector, you simply need to hire the companion/

 

 

unless someone knows how to add conditions to crafting so it looks at active companions

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Upcoming changes (Pending Testing)

 

 

Added Cloned Companions via injection (Require the companion perk to create which requires the maximum affinity to obtain)

 

Added Companion Children who look roughly like their adult counterparts (same hair colour and eye colour)

 

Added Third Gen Synths that are birthed and they should have unique-ish names (based from the Grown Settlers from FPE)

 

Change the Babyhandler mechanic to birth Male/Female Babies instead of unisex babies

 

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well I worked out a way to introduce pregnancies to random NPC's in the commonwealth (it was quite simple really)

 

the problem is that the pregnancy starts as the NPC is spawned(I think) so no midway pregnant women

 

I will be adding raider and gunner babies/child/adults to baby addon's (if at the baby stage, I will do the old school crafting trick to turn them back to normal babies)

(I might add a patch for the raider children mod)

 

if I continue work on it, it will be a new file most likely an ESL.

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On 12/27/2019 at 7:32 PM, Invictaxe said:

well I worked out a way to introduce pregnancies to random NPC's in the commonwealth (it was quite simple really)

 

the problem is that the pregnancy starts as the NPC is spawned(I think) so no midway pregnant women

 

I will be adding raider and gunner babies/child/adults to baby addon's (if at the baby stage, I will do the old school crafting trick to turn them back to normal babies)

(I might add a patch for the raider children mod)

 

if I continue work on it, it will be a new file most likely an ESL.

well, it works as expected (after a bit of testing)

at this moment, it adds to three NPC group's Settlers, Raiders, Gunners

I will be adding babies to outfits in the next version

 

there are a few issues at the moment

this requires the base outfits worn by the groups (so certain NPC's or mods won't be effected)

it is incompatible with workshop framework (or a mod requiring that framework) because settlers cannot be impregnated on spawn (I don't know why)

To reduce issues with nakedness, I rearranged a couple of leveled lists (I am not sure if there will be any problems with this)

while everyone should get an injector (not every female get pregnant(btw injectors use the makepregnant event which has a 100% success rate)

 

Edit

I won't be releasing this mod anytime soon, I have been playtesting it and found a few too many bugs

I cannot get spawning pregnancies to work under Workshop framework (I use it and I like to keep it)

Parents do not unequip their babies after they grow up to children (not sure if it is related to Workshop framework)

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On 12/28/2019 at 9:48 PM, Invictaxe said:

Edit

I won't be releasing this mod anytime soon, I have been playtesting it and found a few too many bugs

I cannot get spawning pregnancies to work under Workshop framework (I use it and I like to keep it)

Parents do not unequip their babies after they grow up to children (not sure if it is related to Workshop framework)

I am still no closer to figuring out the injecting Impregnation problem.

 

I have slight fix(ish) for the baby issue, which is to change the babies from active growing to passive (the same as the abandoned babies) which requires you to craft them into an active baby (I have no idea if anyone would enjoy that)

(an additional idea, change the passive babies into a consumable which adds an active baby, thinking about it, I might do this for all of passive babies)

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I have a question for everyone, does anyone know of a keyword (or something) that allows the player to interact but not take an object.

 

the object called a Pregnancy Inducer and it has two parts

equipped - automatically increases the belly size (this gets activated before the player see them)

unequipped - automatically decreases the belly size and adds a baby to the NPC and deletes itself(this gets activated when it gets unequipped)

 

my problem is that you can bypass them if you take the inducer in a trade.

so I would like a way to allow you to unequipped it and doesn't allow you to take it

 

or someway to close the trade screen or inventory automatically after unequipping it 

because in a test, I kept equipping and unequiping the same object repeatedly and received ten or so babies

 

(there is a problem with CTD's as well which may be related to rapid body morph changes)

(I tested the mod using a strip down game and it doesn't CTD so it might be something else)

(there are problems with CTD's with raider body morph changes or maybe deaths, I don't know)

(nevermind, I found out what was the issue, upon death, a baby gets added and that baby has scripts which may cause the CTD's)

(the scripts allow you to equip a passive baby and unequip an active baby)

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I have been testing and rewriting this script for a while and I have CTD's most of the time. (sometimes when equipping and mostly when unequiping)

so the idea of this script is that the armor piece get added to a NPC such as a female raider, she will be appear pregnant and will carry a bloody baby.

or a newly arrived pregnant settler who has an item that can "induce" labour which will also reduces the belly size and gives a baby to the NPC

ScriptName FPE_Cuminject_Preg_ll extends ObjectReference

Armor Property pArmor_Cuminjector Auto Const Mandatory
Actor property PlayerRef Auto Const Mandatory
Keyword Property kw_Note Auto
Keyword Property kw_Morph Auto
Keyword Property kw_noPreg Auto
Armor Property pArmor_baby Auto Const
GlobalVariable property FPFP_Global_Power Auto Const Mandatory
GlobalVariable property FPFP_Global_BodyType Auto Const Mandatory

Event OnEquipped(Actor akActor)
	If akActor.HasKeyword(kw_noPreg)
	
	else
		int random = Utility.RandomInt(3, 10)
		If akActor.GetLeveledActorBase().GetSex() == 0
			akActor.unequipitem(pArmor_Cuminjector)
			akActor.removeitem(pArmor_Cuminjector)
		Endif
		float power = (random * FPFP_Global_Power.getValue() * 0.015 * Utility.RandomFloat(0.8, 1.2))
		Utility.Wait(1.0)
		If (FPFP_Global_BodyType.GetValue() == 0) ; CBBE
			BodyGen.SetMorph(akActor, true, "PregnancyBelly", kw_Morph, power)
			BodyGen.SetMorph(akActor, true, "DoubleMelon", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "BigButt", kw_Morph, (power/2))
		ElseIf (FPFP_Global_BodyType.GetValue() == 1) ; Fusion Girl
			BodyGen.SetMorph(akActor, true, "Belly Pregnant", kw_Morph, power)
			BodyGen.SetMorph(akActor, true, "Boobs Yuge", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "Bum Chubby", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "Waist Size", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "Waist Line", kw_Morph, power)
			BodyGen.SetMorph(akActor, true, "Back Size", kw_Morph, power)
			BodyGen.SetMorph(akActor, true, "Back Arch", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "Boobs Top Slope", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "Back Arch", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "Hips Upper Width", kw_Morph, (power/4))
			BodyGen.SetMorph(akActor, true, "Hips Size", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "Legs Chubby", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "Arms Chubby", kw_Morph, (power/2))
		Else ; JaneBod
			BodyGen.SetMorph(akActor, true, "BreastsNaturalTypeSeven", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "BreastSize",kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "NippleShapeLargerSeven", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "WaistWidth", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "WaistDepthOut", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "LoveHandles", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "CheekWider", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "GluteLowerFatOut", kw_Morph, power/2)
			BodyGen.SetMorph(akActor, true, "GluteLowerHeightDown", kw_Morph, power/4)
			BodyGen.SetMorph(akActor, true, "HipFatter", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "ThighSize", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "UpperArmSize", kw_Morph, (power/2))
			BodyGen.SetMorph(akActor, true, "Pregnant", kw_Morph, (power))
		EndIf
			Utility.Wait(2)
			BodyGen.UpdateMorphs(akActor)	
			akActor.AddKeyword(kw_noPreg)
		If akActor.wornHasKeyword(kw_Note)
			debug.notification("Now, Are you Knocked up yet.")
		EndIf	
	EndIf	
EndEvent

Event OnUnequipped(Actor akActor)
	If (akActor.HasKeyword(kw_noPreg)
		Utility.Wait(1.0)
		If (FPFP_Global_BodyType.GetValue() == 0) ; CBBE
			BodyGen.SetMorph(akActor, true, "PregnancyBelly", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "DoubleMelon", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "BigButt", kw_Morph, 0)
		ElseIf (FPFP_Global_BodyType.GetValue() == 1) ; Fusion Girl
			BodyGen.SetMorph(akActor, true, "Belly Pregnant", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Boobs Yuge", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Bum Chubby", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Waist Size", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Waist Line", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Back Size", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Back Arch", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Boobs Top Slope", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Back Arch", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Hips Upper Width", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Hips Size", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Legs Chubby", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Arms Chubby", kw_Morph, 0)
		Else ; JaneBod
			BodyGen.SetMorph(akActor, true, "BreastsNaturalTypeSeven", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "BreastSize",kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "NippleShapeLargerSeven", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "WaistWidth", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "WaistDepthOut", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "LoveHandles", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "CheekWider", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "GluteLowerFatOut", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "GluteLowerHeightDown", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "HipFatter", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "ThighSize", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "UpperArmSize", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Pregnant", kw_Morph, 0)
		EndIf
		Utility.Wait(2.0)
		BodyGen.UpdateMorphs(akActor)	
		akActor.additem(pArmor_baby, 1)
		If akActor.wornHasKeyword(kw_Note)
			debug.notification("Now, Have you Delivered It yet.")
		EndIf
		Utility.Wait(1)
		akActor.removeitem(pArmor_Cuminjector,1)
		akActor.RemoveKeyword(kw_noPreg)
	EndIf
EndEvent

The baby also has scripting which doesn't CTD by itself but maybe combined it does

Scriptname FPE_Feeding_Armor_b extends ObjectReference

Actor property PlayerRef Auto Const Mandatory
Armor Property pArmor_BadBaby Auto Const Mandatory
potion Property Breast_Milk Auto Const Mandatory
potion Property Stimpak Auto Const Mandatory
LeveledItem Property pArmor_baby Auto Const

Event OnEquipped(Actor akActor)
	if (akActor == PlayerRef)
		if (Game.GetPlayer().GetItemCount(Breast_Milk) == 0)
			Debug.notification("No breast milk, Needs Two")
		elseIf (Game.GetPlayer().GetItemCount(Breast_Milk) == 1)
			Debug.notification("Only One breast milk, Needs Two")
		elseIf (Game.GetPlayer().GetItemCount(Stimpak) == 0)
			Debug.notification("No stimpaks, Needs One")
		elseIf (Game.GetPlayer().GetItemCount(Breast_Milk) >= 2) && (Game.GetPlayer().GetItemCount(Stimpak) >= 1)
			Debug.notification("Baby Changing is ready, unequip for change Baby")
		endIf
	elseIf (akActor.GetLeveledActorBase().GetSex() == 0) && (akActor != PlayerRef)
		akActor.unequipitem(pArmor_BadBaby)
		akActor.removeitem(pArmor_BadBaby)
	elseIf (akActor.GetLeveledActorBase().GetSex() == 1) && (akActor != PlayerRef)
		akActor.unequipitem(pArmor_BadBaby)
	endif
	
EndEvent


Event OnUnequipped(Actor akActor)
	if (akActor == PlayerRef)
		if (Game.GetPlayer().GetItemCount(Breast_Milk) >= 2) && (Game.GetPlayer().GetItemCount(Stimpak) >= 1)
			akActor.removeitem(Breast_Milk, 2)
			akActor.removeitem(Stimpak, 1)
			akActor.removeitem(pArmor_BadBaby)
			akActor.additem(pArmor_baby)
		endIf
	endIf
EndEvent

so here it is, maybe someone can tell me what is wrong

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33 minutes ago, EgoBallistic said:

There isn't anything obviously wrong with that code.  Make sure Papyrus logging is enabled in your ini, then test it out and look in your Papyrus logs to see if there are any errors.  Missing or incorrect properties, things like that.

it is a weird problem, because it can CTD during equipping, unequipping or equipping a second(& maybe third) NPC

 

but there isn't a problem with the baby itself.

because for the raiders & gunners, I cut the code in half(removing the Onunequipped part) and it works perfectly with the inducer and baby both in a levelled list

but this fix cannot really work for settlers because they usually survive so I might remove settlers from the inducer levelled list

 

(I figured that I will post the code to see if someone has a magic fix that a beginner like myself cannot see)

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Well it crashes at two locations (I think) so it is to do with adding the baby or resetting the keyword

BabyGiver

ScriptName FPE_Cuminject_BabyGiver extends ObjectReference

Keyword Property kw_noPreg Auto
Armor Property pArmor_baby Auto Const

Event OnUnequipped(Actor akActor)
	Debug.Trace("Start Babygiver")
	If akActor.HasKeyword(kw_noPreg)
		Debug.Trace("Found noPreg")
		Utility.Wait(3.0)
		Debug.Trace("Waited")
		akActor.additem(pArmor_baby, 1)
	EndIf
		Debug.Trace("Finished BabyGiver")
EndEvent

Papyrus.1

[01/03/2020 - 06:44:44PM] Equipped Started
[01/03/2020 - 06:44:44PM] Start Babygiver
[01/03/2020 - 06:44:44PM] Finished BabyGiver
[01/03/2020 - 06:44:44PM] Unequipped
[01/03/2020 - 06:44:44PM] Before Morphs
[01/03/2020 - 06:44:44PM] After Morphs
[01/03/2020 - 06:44:44PM] added noPreg
[01/03/2020 - 06:44:44PM] Finished Equipped
[01/03/2020 - 06:44:44PM] FPE [fpfp_basepregdata < (FF001266)>] holding actor [workshopnpcscript < (FF001052)>] | LoadFP
[01/03/2020 - 06:44:44PM] FPE [fpfp_basepregdata < (FF001266)>] holding actor [workshopnpcscript < (FF001052)>] | We have initialized!
[01/03/2020 - 06:44:45PM] >>>>>>>>>>>>>>>>>>>> DailyUpdate Started for [workshopscript < (0300AB20)>]
[01/03/2020 - 06:44:45PM] <<<<<<<<< DailyUpdate Finished for [workshopscript < (0300AB20)>]
[01/03/2020 - 06:44:45PM] ==========================keyCode:87 shift:False
[01/03/2020 - 06:44:48PM] Equipped Started
[01/03/2020 - 06:44:48PM] Before Morphs
[01/03/2020 - 06:44:48PM] After Morphs
[01/03/2020 - 06:44:48PM] added noPreg
[01/03/2020 - 06:44:48PM] Finished Equipped
[01/03/2020 - 06:44:49PM] FPE [fpfp_basepregdata < (FF000F59)>] holding actor [workshopnpcscript < (FF001201)>] | LoadFP
[01/03/2020 - 06:44:49PM] FPE [fpfp_basepregdata < (FF000F59)>] holding actor [workshopnpcscript < (FF001201)>] | We have initialized!
[01/03/2020 - 06:44:52PM] ==========================keyCode:87 shift:False
[01/03/2020 - 06:44:55PM] ==========================keyCode:87 shift:False
[01/03/2020 - 06:45:01PM] [OpenInventoryInfoScript <topic info 0022B58B on quest WorkshopVendorGreetingsGeneric (00048AA0)>] OnEnd [workshopnpcscript < (FF001201)>]
[01/03/2020 - 06:45:46PM] Start Babygiver
[01/03/2020 - 06:45:46PM] Found noPreg
[01/03/2020 - 06:45:46PM] Unequipped
[01/03/2020 - 06:45:46PM] Found noPreg
[01/03/2020 - 06:45:46PM] Before Morphs
[01/03/2020 - 06:45:46PM] After Morphs
[01/03/2020 - 06:45:46PM] Before armor
[01/03/2020 - 06:45:50PM] Before Baby
[01/03/2020 - 06:45:50PM] Waited

Preg_ll

Event OnUnequipped(Actor akActor)
Debug.Trace("Unequipped")
	If akActor.HasKeyword(kw_noPreg)
	Debug.Trace("Found noPreg")
		If (FPFP_Global_BodyType.GetValue() == 0) ; CBBE
			BodyGen.SetMorph(akActor, true, "PregnancyBelly", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "DoubleMelon", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "BigButt", kw_Morph, 0)
		ElseIf (FPFP_Global_BodyType.GetValue() == 1) ; Fusion Girl
			BodyGen.SetMorph(akActor, true, "Belly Pregnant", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Boobs Yuge", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Bum Chubby", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Waist Size", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Waist Line", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Back Size", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Back Arch", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Boobs Top Slope", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Back Arch", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Hips Upper Width", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Hips Size", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Legs Chubby", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Arms Chubby", kw_Morph, 0)
		Else ; JaneBod
			BodyGen.SetMorph(akActor, true, "BreastsNaturalTypeSeven", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "BreastSize",kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "NippleShapeLargerSeven", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "WaistWidth", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "WaistDepthOut", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "LoveHandles", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "CheekWider", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "GluteLowerFatOut", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "GluteLowerHeightDown", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "HipFatter", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "ThighSize", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "UpperArmSize", kw_Morph, 0)
			BodyGen.SetMorph(akActor, true, "Pregnant", kw_Morph, 0)
		EndIf
		Debug.Trace("Before Morphs")
		BodyGen.UpdateMorphs(akActor)	
		Debug.Trace("after morphs")
		If akActor.wornHasKeyword(kw_Note)
			debug.notification("Now, Have you Delivered It yet.")
		EndIf
		Debug.Trace("Before armor")
		Utility.Wait(3.0)
		Debug.Trace("Before Baby")		
		akActor.additem(pArmor_baby, 1)
		Debug.Trace("After Baby")
		akActor.removeitem(pArmor_Cuminjector,1)
		Debug.Trace("Removed Armor")
		akActor.ResetKeyword(kw_noPreg)
	EndIf
EndEvent

Papyrus.0

[01/03/2020 - 06:54:08PM] Start Babygiver
[01/03/2020 - 06:54:08PM] Found noPreg
[01/03/2020 - 06:54:08PM] Unequipped
[01/03/2020 - 06:54:08PM] Found noPreg
[01/03/2020 - 06:54:08PM] Before Morphs
[01/03/2020 - 06:54:08PM] After Morphs
[01/03/2020 - 06:54:08PM] Before armor
[01/03/2020 - 06:54:12PM] Before Baby
[01/03/2020 - 06:54:12PM] Waited
[01/03/2020 - 06:54:12PM] Finished BabyGiver
[01/03/2020 - 06:54:12PM] After Baby
[01/03/2020 - 06:54:12PM] Found noPreg
[01/03/2020 - 06:54:12PM] Finished Equipped
[01/03/2020 - 06:54:12PM] Start Babygiver
[01/03/2020 - 06:54:12PM] Unequipped
[01/03/2020 - 06:54:12PM] Found noPreg
[01/03/2020 - 06:54:12PM] Found noPreg
[01/03/2020 - 06:54:12PM] Before Morphs
[01/03/2020 - 06:54:12PM] After Morphs
[01/03/2020 - 06:54:12PM] Before armor
[01/03/2020 - 06:54:12PM] Removed Armor
[01/03/2020 - 06:54:19PM] Waited
[01/03/2020 - 06:54:19PM] Finished BabyGiver
[01/03/2020 - 06:54:19PM] Before Baby
[01/03/2020 - 06:54:19PM] After Baby
[01/03/2020 - 06:54:19PM] Removed Armor
[01/03/2020 - 06:54:21PM] ==========================keyCode:87 shift:False
[01/03/2020 - 06:54:22PM] [OpenInventoryInfoScript <topic info 0022B58E on quest WorkshopVendorGreetingsGeneric (00048AA0)>] OnEnd [workshopnpcscript < (FF00127A)>]

 

Link to comment
5 hours ago, Invictaxe said:

Well it crashes at two locations (I think) so it is to do with adding the baby or resetting the keyword

If the keyword is unique to your mod, I would use RemoveKeyword() instead of ResetKeyword(). 

 

For the crash with the baby, can you try adding the baby to a settler manually via console?  click on settler, do additem XYZ

Link to comment
23 hours ago, EgoBallistic said:

If the keyword is unique to your mod, I would use RemoveKeyword() instead of ResetKeyword(). 

 

For the crash with the baby, can you try adding the baby to a settler manually via console?  click on settler, do additem XYZ

kw_noPreg is from your Mod Family Planning Enhanced used to deny pregnancies (so they won't get double pregnant)

 

I believe there is nothing wrong with the baby itself because I can freely additem it to anyone without crashing

 

for the gunners & Raiders, i have it part of a levelled list with the inducer so the NPC looks pregnant and when they die, they will have a bloody baby with them.

 

(btw Bloody baby is the name of the new baby object, it is covered in blood and can become any other baby after cleaning in two different methods)

 

 

edit: I given up on giving the inducer to settlers (too many CTD's besides they don't appear to work on settlers from workshop framework) so they will work for Raiders and Gunners

However a question for people here, what other factions would you like to see randomly pregnant women in?

Link to comment
7 hours ago, chanfanloong1 said:

I can't seem to get my characters DNA at all and I am missing the dogmeat section

 

to get your characters DNA, craft a DNA withdrawn kit from the Planned Parenthood bench and then use it to receive an injectable DNA Pack

 

about Dogmeat, I am assuming you want a clone of dogmeat, that section is in the More Creatures mod, with Valentine and Strong

Link to comment

Upcoming Update.

FPE_BabyAddons.esp

Finally fixed the material issues with a number of the babies.

Added more Cloning Companions - Cait, Curie, Danse, Deacon, Garvey, Hancock, MacCready, Piper, X6-88 (The others are in the More Creatures Mod)

Added additional Injectors for Genders and Clones (so you can choose what gender your baby will be)

Added a new baby type called Bloody Baby that comes from dead bodies.

Added a new baby type called Third Gen's who are growing synths who are stronger than normal settlers.

Added a new baby type from Vault 110 who are slightly stronger than normal settlers. (Vault 110 was a massive sperm bank(why not)

Changed Abandoned Babies to a single wearable Abandoned Baby.

Raider & Gunner Babies->Children->Adults

Added two new methods to create growing babies from Abandoned Babies and Bloody Babies.

1. Wear the baby with a few items in your inventory and then unequip the baby to clean the baby.

2. Craft a baby feeding kit in Planned Parenthood and use it if you have babies in your inventory.

Added pregnancy Projector to simulate pregnancy on anyone (this is somewhat buggy, it might work on clothes but not the body or the opposite happens)

(today) Added a new birth control method to stop pregnancies on a NPC (an armor piece so that it can be used on NPC's)

 

FPE_Impregnation.esl (work in progress)

Added Pregnancy Projectors with Bloody babies to random raiders and gunners

 

 

I did a bit more than I expected but does anyone have any ideas for something I should add?

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