FutaBreeder95 Posted September 9, 2024 Posted September 9, 2024 okay i am trying to figure out how i get eggs to hatch do they need to be in my inventory? wanna raise a deathclaw
egonm68 Posted September 9, 2024 Posted September 9, 2024 (edited) 6 hours ago, FutaBreeder95 said: okay i am trying to figure out how i get eggs to hatch do they need to be in my inventory? wanna raise a deathclaw are they fertilized? only fertilized ones will hatch. fertilize them at the workbench (the "vet" one, I think) Then you can drop them from inventory to the ground in a settlement a message will pop up, "The settlers of xyz will raise the creature." (or sth like that) I do not know whether you can also keep carrying the egg in your inventory - I've only started playing around with this mod myself a short time ago, still figuring out how some things work.... There's also a few "immediate growth" utilities you can play around with. I haven't tried how those work out with eggs, though. edit: I guess you can keep carrying it in your inventory? Edited September 9, 2024 by egonm68
egonm68 Posted September 9, 2024 Posted September 9, 2024 on a different note: the "resource" morphs are certainly a bit "out there". Is this is 'normal'? milk + preggo morphs are normal for me, just the resource morphs are "a bit much" XD also, while it might be a bug / installation hick-up on my game: I had to add the 'extraction' menus to the dairy workshop menu for the furniture to show (FO4edit, under "FormID List") : ^ just in case anybody else is wondering where/how to build the "Resource furniture"
valcon767 Posted September 11, 2024 Posted September 11, 2024 On 9/9/2024 at 5:44 AM, egonm68 said: on a different note: the "resource" morphs are certainly a bit "out there". Is this is 'normal'? milk + preggo morphs are normal for me, just the resource morphs are "a bit much" XD i do not know about "normal" but i have had that happen sometimes, but only when pregnant (usually a multiple pregnancy or really large creature). every time it happened to me it did go back to normal after giving birth (and after post-partum if that is not turned off before becoming pregnant). the one thing i did discover is to not turn post-partum off WHILE either pregnant or still under its affects as what that did to me was make the morphs permanent. hope the information is helpful and happy gaming.
AndarielHalo Posted September 19, 2024 Posted September 19, 2024 On 8/12/2024 at 9:52 AM, KillinCuzICan said: This mod is kinda bloated at the moment, there is so much going on with it that I'm not surprised that there are parts of it that simply doesn't work as advertised. Its needs a serious overhaul. Its a shame because before all the bloat, it worked amazingly well. how bad is it
kupa11 Posted September 29, 2024 Posted September 29, 2024 Is pregnancy by attack working for someone? I tried to put it to 100 and it still doesn't work.
Hober9 Posted October 7, 2024 Posted October 7, 2024 Hi. I try several times extract DNA from a cat and i have bloatfly DNA. Is not a problem, only curiosity. Greetings.
caine469 Posted October 14, 2024 Posted October 14, 2024 (edited) I seem to have found a bug. The milkers in Vault 81's clinic don't seem to be spawning properly, just a crate of empty IV bags (weirdly enough). Is there any chance that this can be addressed (or if I can get the item ID for the milkers)? The Mad Cow Virus syringes spawn normally, as well as the magazine alongside them, but no milkers. Edited October 14, 2024 by caine469
Miauzi Posted October 14, 2024 Posted October 14, 2024 Vor 5 Minuten sagte caine469: Ich scheine einen Fehler gefunden zu haben. Die Melker in der Klinik von Vault 81 scheinen nicht richtig zu laichen, sondern nur eine Kiste mit leeren Infusionsbeuteln (seltsamerweise). Gibt es eine Chance, dass dies behoben werden kann (oder kann ich die Artikel-ID für die Melker erhalten)? Die BSE-Virus-Spritzen erscheinen normal, ebenso wie das Magazin daneben, aber keine Melker. Then the error is yours... because I found everything where it was supposed to be according to the "spoiler". Article ID? What for? -> There are mods for that... just search for it on Nexus.
cantobite Posted October 19, 2024 Posted October 19, 2024 I am having an issue where the build menu option is not showing up. What might cause this, and how can I fix it?
egonm68 Posted October 21, 2024 Posted October 21, 2024 On 10/19/2024 at 2:33 AM, cantobite said: I am having an issue where the build menu option is not showing up. What might cause this, and how can I fix it? You mean, the main category is not showing? while I do not know how exactly the main category is integrated: the menus usually only show when there's items in them that you can build. So, do you have some items unlocked, as in: gathered some magazines etc? PS: a few posts above, there's a screenshot of an esp-override I did because some of the submenus did not show in my game. But I did not have a problem with the main menu item. (again, not sure how exactly how they are supposed to be integrated - some mods patch them in during runtime via scripts)
cantobite Posted October 22, 2024 Posted October 22, 2024 On 10/21/2024 at 11:37 AM, egonm68 said: You mean, the main category is not showing? while I do not know how exactly the main category is integrated: the menus usually only show when there's items in them that you can build. So, do you have some items unlocked, as in: gathered some magazines etc? PS: a few posts above, there's a screenshot of an esp-override I did because some of the submenus did not show in my game. But I did not have a problem with the main menu item. (again, not sure how exactly how they are supposed to be integrated - some mods patch them in during runtime via scripts) Yeah, that is what I was missing. It seems that it was a broken save. Not sure how since I hadn't added or removed anything.
egonm68 Posted October 22, 2024 Posted October 22, 2024 15 minutes ago, cantobite said: Yeah, that is what I was missing. It seems that it was a broken save. Not sure how since I hadn't added or removed anything. Thought so. I can't help you with that directly, as I don't know how this mod works there. Maybe it has something like Settlement Menu Manager as a (non-stated) dependency? https://www.nexusmods.com/fallout4/mods/24204 Or, try Workshop framework, as that one also has some kind of in-built 'menu repair' https://www.nexusmods.com/fallout4/mods/35004 Just a thought / might be worth a try. 🤷♂️
WaaaaghMaster42 Posted November 1, 2024 Posted November 1, 2024 does the cage system work? In my eternal quest to try and recruit as companion dogmeat puppies, i tried the cage syringe, but while it "cage" the grown up dog, when i use the beacon to spawn it, it spawn but neither it follow me nor i can interact with it
valcon767 Posted November 2, 2024 Posted November 2, 2024 13 hours ago, WaaaaghMaster42 said: does the cage system work? In my eternal quest to try and recruit as companion dogmeat puppies, i tried the cage syringe, but while it "cage" the grown up dog, when i use the beacon to spawn it, it spawn but neither it follow me nor i can interact with it the only method i know of to get extra dog companion/followers would require a different mod. Beastmaster (https://www.nexusmods.com/fallout4/mods/14265/?) according to what is says will let you get up to 2 additional creatures as followers. might want to check that out.
WaaaaghMaster42 Posted November 2, 2024 Posted November 2, 2024 (edited) 12 hours ago, valcon767 said: the only method i know of to get extra dog companion/followers would require a different mod. Beastmaster (https://www.nexusmods.com/fallout4/mods/14265/?) according to what is says will let you get up to 2 additional creatures as followers. might want to check that out. i tried, sadly it doesnt work because the mod only work on animals/creatures generated thru the dlc cage Edited November 2, 2024 by WaaaaghMaster42
WaaaaghMaster42 Posted November 4, 2024 Posted November 4, 2024 ok i found out that wasteland dairy has a command that force a creature to become a companion. Its wonky but it work so i will not complain. Too bad i cant rename the creatures because the command to rename creatures doesnt work
valcon767 Posted November 5, 2024 Posted November 5, 2024 12 hours ago, WaaaaghMaster42 said: Too bad i cant rename the creatures because the command to rename creatures doesnt work i use rename anything (https://www.nexusmods.com/fallout4/mods/22105) to rename settlers i create with the cloning gun mod. so far i have yet to have it fail to rename stuff, even animals (tested it on a couple of bought dogs when i first tried it). the name sticks for the rest of that game, but not new games of course.
WaaaaghMaster42 Posted November 9, 2024 Posted November 9, 2024 hello, its me again with another new little problem. Basically cumflation doesnt work. I dont think its a problem with bodyslide because the pregnancy morph apply perfectly, while creatures cumflation dont. Also when i press MCM command to reset cumflation from FPE it says it cant reset because there is no cumflation to reset. Anyone got the same problem?
bretthall001 Posted November 22, 2024 Posted November 22, 2024 The Leaking part is broken. It worked for a while and then it suddenly stopped. Suddenly it says Settler is leaking then my character doesn't leak anymore. Also I think I used a bio generator for adhesive and now it has messed with FPE pregnancies.
heftus Posted November 22, 2024 Posted November 22, 2024 Does the lactation work for anyone? I take the Lact-max and it says "this character is now lactating" try using the milker and it says "this character is not actively lactating" 1
Luna_104 Posted November 24, 2024 Posted November 24, 2024 How do you disable the loading screens this mod adds? They still appear when you set them to disabled in the MCM
egonm68 Posted November 25, 2024 Posted November 25, 2024 On 11/24/2024 at 6:14 AM, Luna_104 said: How do you disable the loading screens this mod adds? They still appear when you set them to disabled in the MCM The loading screens are enabled by default on game start. The variable/option you set in MCM to disable them are only read and set after you load a save. Hence, you get the load screens. As a permanent workaround, you can create a batch file that is executed on game start, and add the proper console command to set that MCM variable before you load a save. - create a textfile in the game folder (where the Fallout4.exe is) - give it a better name (for example: "run_at_startup.txt" ) - into that textfile, enter " set INVB_Global_LoadScreen to 0 " - save - open the Fallout4.ini (usually in \Documents\My Games\Fallout4) - in the "[General]" section, add a line: " sStartingConsoleCommand="bat run_at_startup" " This will execute that bat file on game start. You can also add other console commands to it. Of course, you can also just run the console command manually on start before you load a save. (open console -> " set INVB_Global_LoadScreen to 0 " ) But you'd need to do that every time, so the autorun-batchfile is a more convenient solution. PS: one or two of the load screens are lacking the check for that variable. So they will continue to display. The "play with puppies" is one of them, for example. You can ofc create an override using FO4edit to fix that / add the check to it. Me, I am ok just using the batch solution - it disables most of them, and I don't get an 'overload' of them anymore.
zonder4213 Posted November 30, 2024 Posted November 30, 2024 I'm looking for the 'Implantation Chair Concept' magazine. I know its in Vault 81 and that its in a 'store room inside a room' does anybody know roughly where it is. i'm not asking for a specific location per se. but i'd appreciate at least getting a rough idea of where to be looking. I tried the storeroom across from the store but didn't see it anywhere in there. and did the quest curing the kid's mole rat disease to turn it into a bedroom no luck with that either.
egonm68 Posted November 30, 2024 Posted November 30, 2024 20 hours ago, zonder4213 said: I'm looking for the 'Implantation Chair Concept' magazine. I know its in Vault 81 and that its in a 'store room inside a room' does anybody know roughly where it is. i'm not asking for a specific location per se. but i'd appreciate at least getting a rough idea of where to be looking. I tried the storeroom across from the store but didn't see it anywhere in there. and did the quest curing the kid's mole rat disease to turn it into a bedroom no luck with that either. well, one might think that this is a medical procedure...... Spoiler the clinic. storeroom to the left of the doctors desk, iirc. although it could've been in that other storeroom on the lower floor the clinic is on
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