Invictusblade Posted December 15, 2019 Author Posted December 15, 2019 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
magnusx Posted December 15, 2019 Posted December 15, 2019 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
Invictusblade Posted December 15, 2019 Author Posted December 15, 2019 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) 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)
magnusx Posted December 15, 2019 Posted December 15, 2019 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
CHIMiny Cricket Posted December 16, 2019 Posted December 16, 2019 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.
Invictusblade Posted December 16, 2019 Author Posted December 16, 2019 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. 1
XXXgamer Posted December 17, 2019 Posted December 17, 2019 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.
chuBBies1 Posted December 22, 2019 Posted December 22, 2019 Would this work with Fusion Girl as it stands rn? The requirements for the pasties is apparently CBBE only.
Invictusblade Posted December 22, 2019 Author Posted December 22, 2019 6 minutes ago, chuBBies1 said: Would this work with Fusion Girl as it stands rn? The requirements for the pasties is apparently CBBE only. I am not sure, I haven't really used fusion Girl, but I do know that the female condoms will be a bit wrong (I believe all of them will be white or black)
Invictusblade Posted December 26, 2019 Author Posted December 26, 2019 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
Invictusblade Posted December 27, 2019 Author Posted December 27, 2019 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
Invictusblade Posted December 27, 2019 Author Posted December 27, 2019 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.
Guest Posted December 27, 2019 Posted December 27, 2019 It really is quite simply. I do it in my mod Crime and Punishment. Story Manager is literally your best friend.
Invictusblade Posted December 28, 2019 Author Posted December 28, 2019 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)
Invictusblade Posted December 31, 2019 Author Posted December 31, 2019 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)
Invictusblade Posted January 1, 2020 Author Posted January 1, 2020 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)
Invictusblade Posted January 2, 2020 Author Posted January 2, 2020 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
EgoBallistic Posted January 2, 2020 Posted January 2, 2020 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. 1
Invictusblade Posted January 2, 2020 Author Posted January 2, 2020 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)
Invictusblade Posted January 3, 2020 Author Posted January 3, 2020 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)>]
EgoBallistic Posted January 3, 2020 Posted January 3, 2020 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
Invictusblade Posted January 3, 2020 Author Posted January 3, 2020 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?
ManTown247 Posted January 5, 2020 Posted January 5, 2020 I can't seem to get my characters DNA at all and I am missing the dogmeat section
Invictusblade Posted January 5, 2020 Author Posted January 5, 2020 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
Invictusblade Posted January 5, 2020 Author Posted January 5, 2020 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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