vaultbait Posted January 31, 2022 Posted January 31, 2022 15 hours ago, Sthan Dust said: All the companions except cait annoy me, before she is drug free. For a while I've wanted to create a "Cait's Relapse" mod. I'm pretty sure I've found the conditionals which need toggling to revert her to consuming drugs from her inventory, so she goes back to positive affinity when seeing you use chems, uses her earlier idle dialogue, etc.
Sthan Dust Posted January 31, 2022 Posted January 31, 2022 5 hours ago, vaultbait said: For a while I've wanted to create a "Cait's Relapse" mod. I'm pretty sure I've found the conditionals which need toggling to revert her to consuming drugs from her inventory, so she goes back to positive affinity when seeing you use chems, uses her earlier idle dialogue, etc. That's very odd that you said that! Hahah! I'm in the processes of hooking up the Affinity Events for Followers. The "FollowersScript" Handles all affinity changes, which then go back to a CA_Quest. It looks like pretty much everything in that quest handles things like this.
Invictusblade Posted February 1, 2022 Author Posted February 1, 2022 (edited) 9 hours ago, vaultbait said: Oh, cool! And thanks, I'll give it another try once you do. I will be posting a small update with those changes after I complete writing for a new note (that contains a new perk for the enslavement addon) small changes INVB_WastelandDairy - Added a note that contains a perk and brief story for the Enslavement Addon *Not active requires INVB_Enslavement INVB_Enslavement - Changed the kill recipes to require perk also added location of note above to the Institute's SRB INVB_WastelandOffspring - Changed sex slaves traits from LCharScavengerFemale to FPE Female Based version *I haven't tested them yet so the formatting in the note might be wrong INVB_WastelandOffspring.esp INVB_Enslavement.esp INVB_WastelandDairy.esp Edited February 1, 2022 by Invictusblade
Sthan Dust Posted February 1, 2022 Posted February 1, 2022 Okay here are my recommended settings for Wasteland Dairy Creatures with explanations. Please respond with recommended changes. [Creature] fCreatureAttack_Allow=1.000000 fCreatureAttack_Chance=25.000000 ; Generally I looked at several factors in determining impregnation chance: 1) how close genetically they are to humans, e.g. gorillas 2) If the Actor is fertile, the absorption should be based on the amount of seminal fluid deposited. For egg based creatures, I basically gave it high chance, because we all saw an Alien movie in our lifetime. Eggs are the way to go. Canine got a higher chance due to the knotting effect to ensure maximum exposure, though the AAF anims don't show that like the SexLab Anims. Super Mutants have a higher percentage because they are engineered. And if they were engineered to procreate, they probably have high fertility. Synths, same, but they probably have a nanite assisted sperm. fCreature_Chance_Bloatfly=50.000000 fCreature_Chance_Deathclaw=60.000000 fCreature_Chance_Dog=65.000000 fCreature_Chance_Dogmeat=65.000000 fCreature_Chance_Gorilla=75.000000 fCreature_Chance_Mirelurk=65.000000 fCreature_Chance_Molerat=3.000000 fCreature_Chance_MutantHound=70.000000 fCreature_Chance_Radroach=20.000000 fCreature_Chance_Radscorpion=65.000000 fCreature_Chance_Stingwing=65.000000 fCreature_Chance_Supermutant=85.000000 fCreature_Chance_Synth=80.000000 fCreature_Chance_ViciousDog=65.000000 fCreature_Chance_Yaoguai=65.000000 fCreature_Chance_Other=20.000000 fCreature_Chance_Wolf=59.000000 fCreature_Chance_Gulper=40.000000 fCreature_Chance_FogCrawler=40.000000 fCreature_Chance_Anglers=40.000000 fCreature_Chance_HermitCrab=60.000000 fCreature_Chance_Ghoulrilla=60.000000 fCreature_Chance_Gatorclaw=60.000000 fCreature_Chance_Alien=3.000000 fCreature_Chance_Brahmin=8.000000 fCreature_Chance_Cat=3.000000 fCreature_Chance_RadStag=20.000000 fCreature_Chance_Chicken=68.000000 ; Hostility I looked at from factors like, is it already a domestic animal by nature (dogs, cats, brahmin), is it an insect (no empathy or sense of community. If it is something we could have befriended at an earlier stage, I made it a high probability to be not hostile. Note: These numbers say Hostile, but in the MCM its opposite. Dog= 90.00 mean 90% chance for the dog NOT to be hostile. At least that's how the MCM reads fCreature_Hostile_Dog=90.000000 fCreature_Hostile_Alien=15.000000 fCreature_Hostile_Cat=90.000000 fCreature_Hostile_Deathclaw=25.000000 fCreature_Hostile_Dogmeat=90.000000 fCreature_Hostile_Brahmin=75.000000 fCreature_Hostile_Bloatfly=25.000000 fCreature_Hostile_Gorilla=95.000000 fCreature_Hostile_Mirelurk=25.000000 fCreature_Hostile_Molerat=20.000000 fCreature_Hostile_MutantHound=85.000000 fCreature_Hostile_Radroach=5.000000 fCreature_Hostile_RadStag=70.000000 fCreature_Hostile_Radscorpion=5.000000 fCreature_Hostile_Stingwing=5.000000 fCreature_Hostile_Supermutant=70.000000 fCreature_Hostile_ViciousDog=90.000000 fCreature_Hostile_Synth=90.000000 fCreature_Hostile_Yaoguai=85.000000 fCreature_Hostile_Anglers=10.000000 fCreature_Hostile_FogCrawler=10.000000 fCreature_Hostile_Gulper=10.000000 fCreature_Hostile_HermitCrab=10.000000 fCreature_Hostile_Chicken=80.000000 fCreature_Hostile_RadRabbit=70.000000 fCreature_Hostile_Wolf=90.000000 fCreature_Hostile_RadRat=10.000000 fCreature_Hostile_Ghoulrilla=95.000000 fCreature_Hostile_Gatorclaw=30.000000 fCreature_Hostile_CaveCricket=25.000000 fCreature_Hostile_Brahmiluff=60.000000 fCreature_Hostile_Bloodworm=30.000000 These are based on size, and in like with the Sex Attribute Cumflation percentages that take into account size of creature and seminal fluid deposited. fCreature_Morph_Gorilla=1.250000 fCreature_Morph_Radroach=0.400000 fCreature_Morph_Stingwing=0.800000 fCreature_Morph_Supermutant=1.500000 fCreature_Morph_ViciousDog=0.750000 fCreature_Morph_Yaoguai=1.350000 fCreature_Morph_HermitCrab=1.500000 fCreature_Morph_FogCrawler=1.400000 fCreature_Morph_Gulper=1.300000 fCreature_Morph_Anglers=1.200000 fCreature_Morph_Chicken=0.500000 fCreature_Morph_RadRabbit=0.550000 fCreature_Morph_Ghoulrilla=1.350000 fCreature_Morph_RadRat=0.500000 fCreature_Extra_Bloatfly=5.000000 fCreature_Extra_Alien=1.000000 fCreature_Extra_Brahmin=1.000000 fCreature_Extra_Cat=3.000000 fCreature_Extra_Deathclaw=2.000000 fCreature_Extra_Dog=3.000000 fCreature_Extra_Dogmeat=3.000000 fCreature_Extra_Gorilla=3.000000 fCreature_Extra_Mirelurk=5.000000 fCreature_Extra_Molerat=8.000000 fCreature_Extra_MutantHound=3.000000 fCreature_Extra_Radroach=8.000000 fCreature_Extra_RadStag=2.000000 fCreature_Extra_Radscorpion=5.000000 fCreature_Extra_Stingwing=5.000000 fCreature_Extra_Supermutant=3.000000 fCreature_Extra_Synth=1.000000 fCreature_Extra_ViciousDog=3.000000 fCreature_Extra_Yaoguai=1.000000 fCreature_Extra_Anglers=2.000000 fCreature_Extra_FogCrawler=2.000000 fCreature_Extra_Gulper=2.000000 fCreature_Extra_HermitCrab=2.000000 fCreature_Extra_Chicken=7.000000 fCreature_Extra_RadRabbit=5.000000 fCreature_Extra_Wolf=3.000000 fCreature_Extra_Bloodworm=3.000000 fCreature_Extra_Gatorclaw=4.000000 fCreature_Extra_Ghoulrilla=4.000000 fCreature_Extra_RadRat=4.000000 fCreature_Morph_Brahmin=1.500000 fCreature_Morph_Cat=0.500000 fCreature_Morph_Deathclaw=1.600000 fCreature_Morph_Dog=0.750000 fCreature_Morph_Dogmeat=0.750000 fCreature_Morph_Molerat=0.500000 fCreature_Morph_MutantHound=1.000000 fCreature_Morph_Radscorpion=1.400000 fCreature_Morph_Wolf=0.900000 fCreature_Length_Bloatfly=1.000000 fCreature_Length_Brahmin=8.000000 fCreature_Length_Deathclaw=3.000000 fCreature_Length_Cat=4.000000 fCreature_Length_Dog=5.000000 fCreature_Length_Dogmeat=5.000000 fCreature_Length_Mirelurk=4.000000 fCreature_Length_Molerat=2.000000 fCreature_Length_MutantHound=6.000000 fCreature_Length_Radroach=1.000000 fCreature_Length_RadStag=8.000000 fCreature_Length_Radscorpion=3.000000 fCreature_Length_Stingwing=1.000000 fCreature_Length_Supermutant=13.000000 fCreature_Length_Synth=7.000000 fCreature_Length_ViciousDog=5.000000 fCreature_Length_Yaoguai=5.000000 fCreature_Length_Anglers=5.000000 fCreature_Length_Gulper=5.000000 fCreature_Length_HermitCrab=5.000000 fCreature_Length_Chicken=5.000000 fCreature_Length_Wolf=5.000000 fCreature_Length_RadRabbit=2.000000 fCreature_Length_Bloodworm=1.000000 fCreature_Length_Brahmiluff=7.000000 fCreature_Length_CaveCricket=2.000000 fCreature_Length_Gatorclaw=6.000000 fCreature_Length_RadRat=2.000000 Viability is directly related to impregnation chances, based on the same variables but taking into account mother's diet to sustain a non human baby. fCreature_Viable_Clones=95.000000 fCreature_Viable_V81=97.000000 fCreature_Viable_Alien=20.000000 fCreature_Viable_Bloatfly=10.000000 fCreature_Viable_Brahmin=70.000000 fCreature_Viable_Cat=80.000000 fCreature_Viable_Deathclaw=95.000000 fCreature_Viable_Dog=80.000000 fCreature_Viable_Dogmeat=80.000000 fCreature_Viable_Gorilla=95.000000 fCreature_Viable_Mirelurk=70.000000 fCreature_Viable_Molerat=10.000000 fCreature_Viable_MutantHound=70.000000 fCreature_Viable_Radroach=10.000000 fCreature_Viable_RadStag=40.000000 fCreature_Viable_Radscorpion=40.000000 fCreature_Viable_Stingwing=40.000000 fCreature_Viable_Supermutant=90.000000 fCreature_Viable_Synth=100.000000 fCreature_Viable_ViciousDog=60.000000 fCreature_Viable_Anglers=70.000000 fCreature_Viable_FogCrawler=70.000000 fCreature_Viable_Gulper=70.000000 fCreature_Viable_HermitCrab=70.000000 fCreature_Viable_Chicken=95.000000 fCreature_Viable_RadRabbit=75.000000 fCreature_Viable_Brahmiluff=70.000000 fCreature_Viable_CaveCricket=30.000000 fCreature_Viable_Gatorclaw=30.000000 fCreature_Viable_Ghoulrilla=97.000000 fCreature_Viable_RadRat=50.000000 fCreature_Viable_Bloodworm=30.000000 fCreature_Viable_Wolf=60.000000 fCreature_Viable_Other=10.000000 2
Sthan Dust Posted February 1, 2022 Posted February 1, 2022 11 hours ago, vaultbait said: For a while I've wanted to create a "Cait's Relapse" mod. I'm pretty sure I've found the conditionals which need toggling to revert her to consuming drugs from her inventory, so she goes back to positive affinity when seeing you use chems, uses her earlier idle dialogue, etc. Okay I am really loving this idea now! So I started looked at the Affinity Events to adjust depression, grief and such with the player if they are traveling with a companion they like, (Cait. Its Cait) Anyway, if we could hook what you said about reverting back pre intervention with @Invictusblade Marriage Ring, that would be awesome. So they revert back for you, kinda like a romance story ❤️ Cait is so much fun on drugs, I hate that I have to say that. Then again, its the wasteland. Why do we need to be sober again? I shall leave you with some Tool.
Invictusblade Posted February 1, 2022 Author Posted February 1, 2022 14 minutes ago, Sthan Dust said: ; Generally I looked at several factors in determining impregnation chance: 1) how close genetically they are to humans, e.g. gorillas 2) If the Actor is fertile, the absorption should be based on the amount of seminal fluid deposited. For egg based creatures, I basically gave it high chance, because we all saw an Alien movie in our lifetime. Eggs are the way to go. Canine got a higher chance due to the knotting effect to ensure maximum exposure, though the AAF anims don't show that like the SexLab Anims. Super Mutants have a higher percentage because they are engineered. And if they were engineered to procreate, they probably have high fertility. Synths, same, but they probably have a nanite assisted sperm. but here is the thing about Supermutants (at least in the first two games (Fallout 1 & 2)) they are completely sterile see that is the problem with doing something like this (everyone has their own headcanon about this) while your numbers are considerably better than mine. my Chances were based around the original setting of 3%. (and then if the breeder virus is active then it is multiplied by x amount) if akMan.GetLeveledActorBase().GetRace() == GhoulRace chance = FPFP_Global_Chance_Ghoul.getValue() elseif FPFP_Global_Toggle_Creature_Chances.GetValue() == 1 && !akMan.GetLeveledActorBase().GetRace() == HumanRace chance = FPFP_BabyHandler.WhatsmyChances(akMan.GetLeveledActorBase().GetRace()) elseIf akMan == PlayerREF chance = FPFP_Global_Chance_Player_M.getValue() ;Sender elseIf Ourself == PlayerREF chance = FPFP_Global_Chance_Player_F.getValue() ;Receiver else chance = FPFP_Global_Chance.getValue() endif so this is the script for the initial chances (and then fertility and condoms are after this) (I realise that I may have made a slight problem with the order of the if statement where "Ourself == PlayerRef" is located(maybe it should be further up?)) 14 minutes ago, Sthan Dust said: ; Hostility I looked at from factors like, is it already a domestic animal by nature (dogs, cats, brahmin), is it an insect (no empathy or sense of community. If it is something we could have befriended at an earlier stage, I made it a high probability to be not hostile. Note: These numbers say Hostile, but in the MCM its opposite. Dog= 90.00 mean 90% chance for the dog NOT to be hostile. At least that's how the MCM reads all of it looks good, (I should mention that the hostility option is simply a reworked version of the gender choice option) M(Male) = Monster F(Female) = Friendly 14 minutes ago, Sthan Dust said: These are based on size, and in like with the Sex Attribute Cumflation percentages that take into account size of creature and seminal fluid deposited. The other factor to consider is the multibirth part of the mod (which to be honest, I am not happy with) 14 minutes ago, Sthan Dust said: Viability is directly related to impregnation chances, based on the same variables but taking into account mother's diet to sustain a non human baby. after I fix the current issues, I should add something like prenatal care products that might boost the chances(I don't know yet)
Sthan Dust Posted February 1, 2022 Posted February 1, 2022 41 minutes ago, Invictusblade said: but here is the thing about Supermutants (at least in the first two games (Fallout 1 & 2)) they are completely sterile I am so sorry I completely forgot this. So if they are sterile, unless there is some lore we are missing, they should have a 0% chance, and your IVF should be the only option, which would also carry to mutant hounds. I need to go back and look at the lore on that. 41 minutes ago, Invictusblade said: see that is the problem with doing something like this (everyone has their own headcanon about this) while your numbers are considerably better than mine. my Chances were based around the original setting of 3%. (and then if the breeder virus is active then it is multiplied by x amount) if akMan.GetLeveledActorBase().GetRace() == GhoulRace chance = FPFP_Global_Chance_Ghoul.getValue() elseif FPFP_Global_Toggle_Creature_Chances.GetValue() == 1 && !akMan.GetLeveledActorBase().GetRace() == HumanRace chance = FPFP_BabyHandler.WhatsmyChances(akMan.GetLeveledActorBase().GetRace()) elseIf akMan == PlayerREF chance = FPFP_Global_Chance_Player_M.getValue() ;Sender elseIf Ourself == PlayerREF chance = FPFP_Global_Chance_Player_F.getValue() ;Receiver else chance = FPFP_Global_Chance.getValue() endif so this is the script for the initial chances (and then fertility and condoms are after this) (I realise that I may have made a slight problem with the order of the if statement where "Ourself == PlayerRef" is located(maybe it should be further up?)) I would change the third line to read (Sorry the forum won't let me insert in code blocks) Elseif FPFP_Global_toggle_Creature_chance.GetValue() = 1 && akman.GetLevelvedActorBase().GetRace() != HumanRace <-your code is failing here. Well not evaluating correctly, its working, but not what you want Papyrus is so awful as a language. Just saying. Proper languages would not allow this and tell you the proper way to do this comparison. ! should be used in the comparison, unless GetRace() returned a true/false, but it does not. In plain language your elseif should read ( If Creature Change equals 1 and akman's race is not human) do this stuffs. 41 minutes ago, Invictusblade said: all of it looks good, (I should mention that the hostility option is simply a reworked version of the gender choice option) M(Male) = Monster F(Female) = Friendly Oh no fault there. Most of the creatures should be hostile because they have no affinity for the humans. Positive or negative. Most of them should be hostile like the first time they don't get fed on time 41 minutes ago, Invictusblade said: The other factor to consider is the multibirth part of the mod (which to be honest, I am not happy with) after I fix the current issues, I should add something like prenatal care products that might boost the chances(I don't know yet) I will rework the supermutant numbers. I'll drop them down. I need to see if something changed between FO2 and FO3. FO76 clouded my mind on their FEV quests that made it seems as if they were not sterile.
Sthan Dust Posted February 1, 2022 Posted February 1, 2022 I can handle Post Partum if I can get an event that tells me the following things: Raped or not FatherRace (Creature or human is fine) Number of Children How many survived if any Length of pregnancy You could just send a struct in an OnBirth Custom event. Ideally: OnImpregnate Event (Father, Circumstances (Rape, drunk, etc) Race) OnAbort() OnMiscarried() OnStillborn() OnBirth() Or you could tag the Birth() with Aborted, Live, Miscarried, and so forth. I think this is a key variable if playing the Female Player because it contributes to Grief, Depression, and Trauma for my mod. And you can hook back and affect things like, Sex Drive, Fertility and so forth. Just ideas haha. Been coding all night.
Invictusblade Posted February 1, 2022 Author Posted February 1, 2022 1 hour ago, Sthan Dust said: I can handle Post Partum if I can get an event that tells me the following things: Raped or not FatherRace (Creature or human is fine) Number of Children How many survived if any Length of pregnancy You could just send a struct in an OnBirth Custom event. Ideally: OnImpregnate Event (Father, Circumstances (Rape, drunk, etc) Race) OnAbort() OnMiscarried() OnStillborn() OnBirth() Or you could tag the Birth() with Aborted, Live, Miscarried, and so forth. I think this is a key variable if playing the Female Player because it contributes to Grief, Depression, and Trauma for my mod. And you can hook back and affect things like, Sex Drive, Fertility and so forth. Just ideas haha. Been coding all night. well, I uploaded the new scripts to github so you make the changes there because I am not sure how to do it also about the akman.GetLevelvedActorBase().GetRace() != HumanRace issue is (!akman.GetLevelvedActorBase().GetRace() == HumanRace) better?
vaultbait Posted February 1, 2022 Posted February 1, 2022 12 hours ago, Sthan Dust said: So if they are sterile, unless there is some lore we are missing, they should have a 0% chance, and your IVF should be the only option, which would also carry to mutant hounds. The hints left throughout the main storyline indicate that the Commonwealth mutants are the result of the Institute experimenting with FEV. Who's to say they didn't "fix" the sterility problem in their strain? There are a lot of super mutants around the Commonwealth, and they seem to replenish their numbers fairly quickly when killed. You only ever see a handful of FEV vats in the Institute and they're no longer in operation, so where do the mutants keep coming from? There's no evidence of vats in use anywhere else nearby. Of course, you also don't find pregnant human females in super mutant camps (unless a mod has put them there), so it's anyone's guess.
Sthan Dust Posted February 1, 2022 Posted February 1, 2022 35 minutes ago, vaultbait said: The hints left throughout the main storyline indicate that the Commonwealth mutants are the result of the Institute experimenting with FEV. Who's to say they didn't "fix" the sterility problem in their strain? There are a lot of super mutants around the Commonwealth, and they seem to replenish their numbers fairly quickly when killed. You only ever see a handful of FEV vats in the Institute and they're no longer in operation, so where do the mutants keep coming from? There's no evidence of vats in use anywhere else nearby. Of course, you also don't find pregnant human females in super mutant camps (unless a mod has put them there), so it's anyone's guess. Very true. After playing FO76 and some of the stories in there related to FEV program (Which is way before FO4 timeline wise), that there may be a faction still experimenting with the Super Mutants. That's actually an amazing idea, perhaps a vault that is nothing but super mutants vats?
Invictusblade Posted February 2, 2022 Author Posted February 2, 2022 7 hours ago, vaultbait said: The hints left throughout the main storyline indicate that the Commonwealth mutants are the result of the Institute experimenting with FEV. Who's to say they didn't "fix" the sterility problem in their strain? There are a lot of super mutants around the Commonwealth, and they seem to replenish their numbers fairly quickly when killed. You only ever see a handful of FEV vats in the Institute and they're no longer in operation, so where do the mutants keep coming from? There's no evidence of vats in use anywhere else nearby. Of course, you also don't find pregnant human females in super mutant camps (unless a mod has put them there), so it's anyone's guess. 6 hours ago, Sthan Dust said: Very true. After playing FO76 and some of the stories in there related to FEV program (Which is way before FO4 timeline wise), that there may be a faction still experimenting with the Super Mutants. That's actually an amazing idea, perhaps a vault that is nothing but super mutants vats? but of course, it is possible that it is only the west coast strain of FEV that is confirmed to be sterile so it is possible for the east coast to have a fully functioning reproductive system
vaultbait Posted February 2, 2022 Posted February 2, 2022 13 minutes ago, Invictusblade said: but of course, it is possible that it is only the west coast strain of FEV that is confirmed to be sterile so it is possible for the east coast to have a fully functioning reproductive system In fact, if you side against the Institute and reduce CIT to a smoking crater, new super mutants still keep appearing... from where?
Sthan Dust Posted February 2, 2022 Posted February 2, 2022 11 minutes ago, Invictusblade said: but of course, it is possible that it is only the west coast strain of FEV that is confirmed to be sterile so it is possible for the east coast to have a fully functioning reproductive system Ahhh. Yes, the FONV story. I need to go back and play that again. So based on what FO76 says on east coast, and the FEV program, I will go back to a 90 to 95% chance of impregnation. The other factor we did not discuss, is the pregnancy length. So they should gestate in about 50% the time of a human, and perhaps drinking FEV milk while pregnant with a super mutant accelerates that. @Invictusblade This would be like Vault 81, but for super mutant pregnancy experimentation.
Invictusblade Posted February 2, 2022 Author Posted February 2, 2022 ok one more question if the creature Impregnation chances are that high what should human to human chances be? (the default is 3%) also ghouls because I originally designed it around that
Sthan Dust Posted February 2, 2022 Posted February 2, 2022 6 minutes ago, vaultbait said: In fact, if you side against the Institute and reduce CIT to a smoking crater, new super mutants still keep appearing... from where? Oh so, now I have to go present my half-baked theory. Institute was another Enclave Experiment. I think this becomes more believable when you play the "Bot Stop" Enclave events in FO76, which is basically MODUS hacking inhabiting robots to do mayhem. So I think the story that FO5 needs to really explore is the Enclave, because they are really the most mysterious of all the factions. I also believe the Enclave owns Vault-Tec as well. Or controls it.
Sthan Dust Posted February 2, 2022 Posted February 2, 2022 (edited) 10 minutes ago, Invictusblade said: ok one more question You can ask as many questions as you like! I ask you so many haha. ❤️ 10 minutes ago, Invictusblade said: if the creature Impregnation chances are that high what should human to human chances be? (the default is 3%) also ghouls because I originally designed it around that Generally, during the fertile period, a female has roughly a 20 to 40% to become pregnant by a male. But the factor is also reduced by the male age, as their sperm production drops over time. Also, you should consider radiation during that period as well, like you do for the pregnancy. Here is the twist on that -- If radiation is high at conception, it should have a chance to be ghoulified, regardless. Or, perhaps even a random humanoid mutation, like Super Mutant, or Feral Ghoul, or a Ghourilla. Edit: Also, now that I think about it, it should be 33% since you have a default of 3 days for a month. A female should have a 100% chance of being fertile at some point in that timeframe, which is generally 7 to 10 days. So let's say 33% of a month they are fertile. So if a FPER Month is 3 Days, then the female should be fertile in the first 33% of that period, so one month, then it should drop off. She should be fertile again for at least 66% of FPER time after that. Edited February 2, 2022 by Sthan Dust
Miauzi Posted February 2, 2022 Posted February 2, 2022 Vor 2 Stunden sagte Invictusblade: aber natürlich ist es möglich, dass nur der FEV-Stamm an der Westküste als steril bestätigt wurde, sodass es möglich ist, dass die Ostküste ein voll funktionsfähiges Fortpflanzungssystem hat Sterility was already refuted in Fallout 2 - when the player questioned his super mutant companion (who also appears in Fallout New Vegas) while visiting a brothel. Yes - initially the super mutants are sterile after being transformed by the virus - but this wears off after a few decades. And there are also female super mutants - interact with 2 of them in "New Vegas". So purely in theory, it would be possible for super mutants to breed with each other - that wouldn't go against the fallout lore. -- Apart from that - the subject of how the replenishment of enemies to be killed comes about has never been part of a background story in Fallout or similar games 1
KingPinPandaMan Posted February 2, 2022 Posted February 2, 2022 so i've been trying to find the perk magazines in vault-tec regional hq, i can't find them at all and was wondering if anyone would be able to help me out with posting a picture to there locations.
ebbluminous Posted February 2, 2022 Posted February 2, 2022 1 minute ago, KingPinPandaMan said: so i've been trying to find the perk magazines in vault-tec regional hq, i can't find them at all and was wondering if anyone would be able to help me out with posting a picture to there locations. Not got screenshots, but I use the Loot Detector mod - It can show quest markers on your hud when you are close to them
KingPinPandaMan Posted February 2, 2022 Posted February 2, 2022 37 minutes ago, ebbluminous said: Not got screenshots, but I use the Loot Detector mod - It can show quest markers on your hud when you are close to them thank you, i'll give that a try
Invictusblade Posted February 2, 2022 Author Posted February 2, 2022 5 hours ago, KingPinPandaMan said: so i've been trying to find the perk magazines in vault-tec regional hq, i can't find them at all and was wondering if anyone would be able to help me out with posting a picture to there locations. here is the location using creation kit it is in the warehouse section 1
Verasmile2 Posted February 2, 2022 Posted February 2, 2022 On 1/30/2022 at 11:41 PM, Invictusblade said: about my enslavement mod, I have been pretty clear about it. it was designed for the Raider Reform School unique tattoo system. while also not needing Just Business because of XDI (which causing other mods such as the older version of companion Ivy to not work) it is designed solely to capture unique female bosses. however I did add some more beacons to summon friendly gunners and raiders (which requires you to kill x amount of NPCs) in the next update, I will make some list somewhere of all of the enslavement victims (and I try to do something head-canon about the reason why) I don't know, a institute plot to govern the several groups of raiders and gunners by the use of synths. I might add a note somewhere in the institute that... a. a perk to create beacons b. the summoning frequencies for each NPC boss and their name (not a radio frequency, but a reason to craft a beacon for them) and gives a reason why you need to kill them first(or capture them.) I see, I've never used RRS.. However, is there another mod that let me enslave NPCs that's compatible with your mods? Something like Just business, but without the hard requirement of XDI.
Mr.Grajill Posted February 2, 2022 Posted February 2, 2022 On 1/16/2022 at 4:36 AM, Sthan Dust said: 1) You have to stop FPE, and WLD in game first. Save, then exit the game. Disable them in your Mod Manager, do not uninstall yet. 2) Use Resaver to clean the orphans, and filter on each of the FPE and INVB esps. Remove everything associated with both mods. Save the file. 3) Uninstall the mods in your mod manager, then go back in the game and save again. Exit. 4) Reinstall FPE then WLD in your mod manager. 5) Enable FPE then WLD, follow your normal instructions. Sorry I dont get the 2nd Step. What do you mean "clean the orphans"? Is that "purge" or something? How to delete those associated plugins? I just purged them till it shows "There was nothing to delete". And everytime I save my game, it crushes.
Sthan Dust Posted February 2, 2022 Posted February 2, 2022 (edited) 47 minutes ago, Mr.Grajill said: Sorry I dont get the 2nd Step. What do you mean "clean the orphans"? Is that "purge" or something? How to delete those associated plugins? I just purged them till it shows "There was nothing to delete". And everytime I save my game, it crushes. Check the attached picture. If you tick both of those, it should filter to anything that was left behind. Also, once you do all the cleaning, before reenabling the mods, go into the game, make a clean save, then reload. Sorry for the confusion You have to ensure you delete all elements for the 4 esp files. Both the script instances and change forms. There should be 1 esp for FPE, and 3 or 4 for beginning with INVB that need to be deleted as well. After you do that. remove them from you load, go back in game, save, then reenable. Then once you're back in, go to FPE Debug Page 2 and hit the "Clear and Re-register BabyAddons" Edited February 2, 2022 by Sthan Dust
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