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28 minutes ago, Number24 said:

I did some tinkering in FO4 Edit and it does look like you can use normal FPE babies as an ingredient (I can’t say for 100% certain as I didn’t have any babies on hand in game to test with before I ran out of time) but everything looked good in the PP Workbench menu.

 

The down side is that since there are four different FPE Baby types (White, Black, Asian and Hispanic) I had to create an entry for each one. This resulted in a bit of menu clutter since each menu item would have six different entries (abandoned, bloody, + the four new entries).

 

Perhaps the easiest way to clean up the menu would be to use sub menus. Example: The main food menu would only list Baby Back Ribs, Baby Kabab etc once. Then if you select Baby Back Ribs it takes you to the sub menu which then lists the six different recipes.

read the edit for my solution

 

couldn't quote here

 

1. do you know what, I had completely forgotten about Cannibal, so I will do that in the next update

2. Easier said than done, but I will look for other options

 

edit-> I added all babies to be scrappable into Baby Bit's then you can cook the baby bits into food (NOT TESTED YET)

also I might try to find more uses for baby bit's after initial testing

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36 minutes ago, Invictusblade said:

read the edit for my solution

 

couldn't quote here

 

1. do you know what, I had completely forgotten about Cannibal, so I will do that in the next update

2. Easier said than done, but I will look for other options

 

edit-> I added all babies to be scrappable into Baby Bit's then you can cook the baby bits into food (NOT TESTED YET)

also I might try to find more uses for baby bit's after initial testing

Hmmm yes this does simplify things nicely. Well done sir.

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2 hours ago, Invictusblade said:

read the edit for my solution

 

couldn't quote here

 

1. do you know what, I had completely forgotten about Cannibal, so I will do that in the next update

2. Easier said than done, but I will look for other options

 

edit-> I added all babies to be scrappable into Baby Bit's then you can cook the baby bits into food (NOT TESTED YET)

also I might try to find more uses for baby bit's after initial testing

it doesn't bloody work (and I have no idea why it isn't)

Plan B

craft a overdose milk(& Syringe) to turn babies into baby bits

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27 minutes ago, Invictusblade said:

it doesn't bloody work (and I have no idea why it isn't)

Plan B

craft a overdose milk(& Syringe) to turn babies into baby bits

That’s too bad.

 

Not sure if this is possible but a possible plan C, It may be a bit overly morbid but I have found that you can kill babies if they are on the ground. Is it possible to have them leave behind a Baby Bits item when killed? That way you could drop them on the ground, smash them with a super sledge and then pick up the remaining baby bits for cooking.

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2 minutes ago, Number24 said:

That’s too bad.

 

Not sure if this is possible but a possible plan C, It may be a bit overly morbid but I have found that you can kill babies if they are on the ground. Is it possible to have them leave behind a Baby Bits item when killed? That way you could drop them on the ground, smash them with a super sledge and then pick up the remaining baby bits for cooking.

Plan B is alot easier than your Plan C

in fact, it took me less than five minutes to do Plan B (But I haven't tested it yet)

I turned one of my baby sleeping scripts that turns awake babies into frozen babies

into turning awake babies into baby bits

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10 hours ago, Invictusblade said:

so this is pissing me off

I have been trying to add scrapping to Baby Addons via the armor workbench (but it doesn't give the resources)

is it a problem with modding in general

(I did make an baby killing drink(& Syringe) but I would like this option as well)

 

20200422180035_1.jpg

Screenshot_042220_060350_PM.jpg

Screenshot_042220_060410_PM.jpg

Not sure if this helps but here is a post regarding making world objects scrap-able. The second post has a screen cap with a highlighted keyword in the "BNAM - Workbench Keyword" category that he says is needed.

 

https://forums.nexusmods.com/index.php?/topic/4620490-how-do-you-make-world-objects-scrappable-in-workshop-mode/

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First of all, thank you so much for this framework! So much easier to install now that it's all consolidated yet very very modular. Apologies if someone has already bought these items up but here's some things I noticed:

 

1. For certain settlers,  I get a "[Misc Object]" message notification instead of "XXX Has Donated Semen".

2. When I consume the semen bags, I receive empty blood bags back instead.

3. For male bodies, equipping cum milkers results in a "double body" effect and it clips outward of their current outfit. I saw the same clipping effect with female bodies but building the milkers in BodySlide with my preset did the trick. Note that for the male bodies, I'm using EVB.

 

For the above, worth noting that I just uninstalled your old mods and installed this one instead. Didn't start a new game too.

 

On a separate note, was wondering if you'd consider making a "discrete" version of these milkers such that it would still look nice with an outfit on. Like idk, harness-attached bottles? For males, could also strap bottles on the legs or something then wire it up using some tubes.

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1 hour ago, vaginadesolator said:

First of all, thank you so much for this framework! So much easier to install now that it's all consolidated yet very very modular. Apologies if someone has already bought these items up but here's some things I noticed:

 

1. For certain settlers,  I get a "[Misc Object]" message notification instead of "XXX Has Donated Semen".

2. When I consume the semen bags, I receive empty blood bags back instead.

3. For male bodies, equipping cum milkers results in a "double body" effect and it clips outward of their current outfit. I saw the same clipping effect with female bodies but building the milkers in BodySlide with my preset did the trick. Note that for the male bodies, I'm using EVB.

 

For the above, worth noting that I just uninstalled your old mods and installed this one instead. Didn't start a new game too.

 

On a separate note, was wondering if you'd consider making a "discrete" version of these milkers such that it would still look nice with an outfit on. Like idk, harness-attached bottles? For males, could also strap bottles on the legs or something then wire it up using some tubes.

1. could you tell me which milker you used on the settler? Simple or Normal

2. yes, then you can refill the empty blood pack with semen with a cum milker(or you can clean the bags with cleaner) (I might change the name but the result is the same)

3. I will be fixing that in the next version, nothing to do with the milker themselves but the condom (which I have fixed)

 

4. one of the earlier prototypes was a drip bag on the legs (I cannot remember if there were issues) see images below

 

20191204214556_1.jpg

20191204214611_1.jpg

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6 hours ago, Invictusblade said:

1. could you tell me which milker you used on the settler? Simple or Normal

2. yes, then you can refill the empty blood pack with semen with a cum milker(or you can clean the bags with cleaner) (I might change the name but the result is the same)

3. I will be fixing that in the next version, nothing to do with the milker themselves but the condom (which I have fixed)

 

4. one of the earlier prototypes was a drip bag on the legs (I cannot remember if there were issues) see images below

 

20191204214556_1.jpg

20191204214611_1.jpg

 

1. Aight, so I did a few more testing, started a new game and couldn't repeat the first issue regarding the "[Misc Object". Probly conflicts with the old version of the mod. Just to answer your question, I used the simple milker. Hopefully this info could be useful to those coming in from older versions.

 

2. Oh did not notice that. Kinda makes sense because they're all just plastic bags. Just to suggest and not sure what this would entail, but would it be better if you rename them to something more generic, like empty fluid bag? That way the empty bag could be used for both blood and cum. Same goes for the cleaner for the bag.

 

3. Cool, that would be a nice fix. Anyway, tried it with BodyTalk too and I'm seeing the same thing.

 

4. Yeah exactly like this!! Any plans to put it back in?

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1 hour ago, UszaK said:

Question, ive installed the whole framework but after birth no npc autoequips the baby, do i have to enable it somehow?

yes, there is no autoequip yet, mainly because it wasn't designed that way.

the original baby from FPE was a Misc Object

 

however in the upcoming version coming soon(I keep adding stuff)

there is an equipper syringe (when hit, the npc will equip the baby)

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Hello Invictusblade 
thank you so much for this group of mods and all your work. I'm loving wasteland dairy.  

 

Just trying to aid in the issue process I get a "[Misc Object]" when using the milker machine. I was using it on Survival setting cause I like resource balance.

It still gives me milk so it's working fine, but the notifications don't let me know it's milk or that it used antiseptic any more. 

 

Oh one last dumb question, I for the life of me I can't ever find were my milk bottles are in my inventory does the mod move them. also when you use them are they lost or are they emptied and reusable?
 

Thanks and keep up the great work.

 

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5 hours ago, Jbet said:

Hello Invictusblade 
thank you so much for this group of mods and all your work. I'm loving wasteland dairy.  

 

Just trying to aid in the issue process I get a "[Misc Object]" when using the milker machine. I was using it on Survival setting cause I like resource balance.

It still gives me milk so it's working fine, but the notifications don't let me know it's milk or that it used antiseptic any more. 

 

Oh one last dumb question, I for the life of me I can't ever find were my milk bottles are in my inventory does the mod move them. also when you use them are they lost or are they emptied and reusable?
 

Thanks and keep up the great work.

 

I am working out that [Misc Object] problem

 

it should return to your inventory as an empty milk bottle

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Upcoming update (most likely tonight)

General Bug Fixing
More Transparent Condoms
AutoEquiper
Equiper Syringe
Nipple Pastie Overlay
FEV Growth milk
Quietus (Overdose) milk (kills babies for baby bits)
Viagra
Remove workbench scrapping of Babies (because it doesn't give resources when scrapped)

 

 

Does anyone have any more ideas for me to make?

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30 minutes ago, Invictusblade said:

Upcoming update (most likely tonight)

General Bug Fixing
More Transparent Condoms
AutoEquiper
Equiper Syringe
Nipple Pastie Overlay
FEV Growth milk
Quietus (Overdose) milk (kills babies for baby bits)
Viagra
Remove workbench scrapping of Babies (because it doesn't give resources when scrapped)

 

 

Does anyone have any more ideas for me to make?

Looks great to me, can’t wait to try it out.

 

One question I do have: is the Twin Injector supposed to produce a guaranteed set of twins or is it only a chance of twins? I ask because I’ve used it twice now on Cait and she only gave birth to a single baby.

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1 hour ago, Number24 said:

Looks great to me, can’t wait to try it out.

 

One question I do have: is the Twin Injector supposed to produce a guaranteed set of twins or is it only a chance of twins? I ask because I’ve used it twice now on Cait and she only gave birth to a single baby.

it should be twins

(I used the extra babies part of the script)

I will check it out

 

edit-> I decided to change some of this

I just added dead babies from starving babies (so it will take between 300(5 real world minutes)-600(10 real world minutes) seconds (I haven't tested it yet)

so the process is the following

waiting between 300-600 seconds on each stage

hunger level 1 = "The Baby is Hungry"

hunger level 2 = "The Baby is Starving" get a keyword to change its name to Starving...

hunger level 3 = "The Baby has Died(not Dead)" then the baby gets replaced by Baby bits

 

 

 

(as I am typing this, I might completely rework all of the this to bypass the starving baby and add a keyword to lvl 2 to mention starving)

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4 minutes ago, Invictusblade said:

it should be twins

(I used the extra babies part of the script)

I will check it out

 

I just added dead babies from starving babies (so it will take between 300(5 real world minutes)-600(10 real world minutes) seconds (I haven't tested it yet)

so the process is the following

waiting between 300-600 seconds on each stage

hunger level 1 = "The Baby is Hungry"

hunger level 2 = "The Baby is Starving"

hunger level 3 = "The Baby is Dying" then the baby gets switched with a starving counterpart

hunger level 4 = Death, the starving baby gets replaced by Baby bits

 

 

(as I am typing this, I might completely rework all of the this to bypass the starving baby and add a keyword to lvl 2 to mention starving)

Thanks for taking a look. Specifically it was the IVF Twins Injector that I used If that helps you to narrow down you’re trouble shooting.

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2 hours ago, Number24 said:

Looks great to me, can’t wait to try it out.

 

One question I do have: is the Twin Injector supposed to produce a guaranteed set of twins or is it only a chance of twins? I ask because I’ve used it twice now on Cait and she only gave birth to a single baby.

I just tested it, it is more unreliable than I thought so I will be removing one of them and renaming the other to multiple injector (have to think of better name)

also the settings in MCM do play a part so it is a hit or miss issue

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2 hours ago, Invictusblade said:

I just tested it, it is more unreliable than I thought so I will be removing one of them and renaming the other to multiple injector (have to think of better name)

also the settings in MCM do play a part so it is a hit or miss issue

Okay so it does work out to being chance for twins. That’s cool with me because it feels a bit more believable that this sort of ad hoc impregnation wouldn’t work 100% of the time.

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11 minutes ago, Number24 said:

Okay so it does work out to being chance for twins. That’s cool with me because it feels a bit more believable that this sort of ad hoc impregnation wouldn’t work 100% of the time.

Dumb question, but have you enabled the "twins chance" in MCM?

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