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Posted (edited)

I have updated the Milking scripts

 

you need to overwrite the original ba2 with the new one

INVB_WastelandDairy - Main.ba2

 

and then follow this->

2 hours ago, Sthan Dust said:

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 

image.png.db53902213c5889540b083eabcd513cb.png

 

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.

image.png.7fd92a7ff5dc3e813776c000462b8c03.png

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"

 

so I am working on the next update which will have the following...

a few more creature based options

 

a new MCM menu system focused solely on the Creature Options,

it will clean up the WDF Menu

 

as well as allowing us to share different settings for creatures such as...

1. my harder option (default so it does nothing)

2. Sthan Dust Reworked Edition

3. Cheat Edition (everything is maxed or zeroed or left alone(depending on the option))

4. maybe some of you may have some good creature ideas which can be shared.

Edited by Invictusblade
Posted
48 minutes ago, Invictusblade said:

I have updated the Milking scripts

 

you need to overwrite the original ba2 with the new one

INVB_WastelandDairy - Main.ba2 9.34 MB · 1 download

 

and then follow this->

 

so I am working on the next update which will have the following...

a few more creature based options

 

a new MCM menu system focused solely on the Creature Options,

it will clean up the WDF Menu

 

as well as allowing us to share different settings for creatures such as...

1. my harder option (default so it does nothing)

2. Sthan Dust Reworked Edition

3. Cheat Edition (everything is maxed or zeroed or left alone(depending on the option))

4. maybe some of you may have some good creature ideas which can be shared.

@Invictusblade  I love this idea, but I came up with one more.  I'm so sorry, this is all your fault now!

 

So one you do this bit, we can then change Cumflation based on the creature's output.  So it should be direct to the chance of fertility, because its the same logic.
So rather than a chance for cumflation, everyone gets cumflated if its over a certain threshold.  So for humans, you're really have to shag 30 people in a single game hour to be cumflated.  Realistically. But at that point, you have bigger problems, like being able to walk, or be conscious to even know you're cumflated.  Haha.

You already have the limits set, but we can set the amount of cumflation based on each creature's size.  I'll get the basics down for when you are ready.

 


 

Posted (edited)
1 hour ago, Sthan Dust said:

@Invictusblade  I love this idea, but I came up with one more.  I'm so sorry, this is all your fault now!

 

So one you do this bit, we can then change Cumflation based on the creature's output.  So it should be direct to the chance of fertility, because its the same logic.
So rather than a chance for cumflation, everyone gets cumflated if its over a certain threshold.  So for humans, you're really have to shag 30 people in a single game hour to be cumflated.  Realistically. But at that point, you have bigger problems, like being able to walk, or be conscious to even know you're cumflated.  Haha.

You already have the limits set, but we can set the amount of cumflation based on each creature's size.  I'll get the basics down for when you are ready.

 


 

well, maybe not the counter.

 

but the creature based amounts should be easy enough. (it will be based on the creature morph global's(edit-> because it is already is based on it))

Edited by Invictusblade
Posted (edited)

@Invictusblade

 

Hey, Sorry to dump more things on you when your allready busy with other things.  Possible bug / broken item with the new Breeder Virus.

 

I found the syringe by chance,  From your hint you gave me totaly not the spot where i had first imagined it to be :)

 

Been trying to use the item, but it just kinda squats down the PC in a half animation but doesn't do anything.  Im asuming stimpack sound is meant to be used on injection? And item isn't beeing consumed on use.  

 

Or is it not mean't to be usable like that?

 

*EDIT*

Animation also stay around after use when open/cosing pipboy.

 

Does work when looking at a NPC it injected and no animation

 

*EDIT2*

 

Just a sugestion that poped in my head lol.  Something to go along with the Breeder perk.  Seedbed perk.  Increase chances for multiple pregnancys

 

Edited by LatencyRemix
Posted
29 minutes ago, LatencyRemix said:

@Invictusblade

 

Hey, Sorry to dump more things on you when your allready busy with other things.  Possible bug / broken item with the new Breeder Virus.

 

I found the syringe by chance,  From your hint you gave me totaly not the spot where i had first imagined it to be :)

 

Been trying to use the item, but it just kinda squats down the PC in a half animation but doesn't do anything.  Im asuming stimpack sound is meant to be used on injection? And item isn't beeing consumed on use.  

 

Or is it not mean't to be usable like that?

 

*EDIT*

Animation also stay around after use when open/cosing pipboy.

 

Does work when looking at a NPC it injected and no animation

 

*EDIT2*

 

Just a sugestion that poped in my head lol.  Something to go along with the Breeder perk.  Seedbed perk.  Increase chances for multiple pregnancys

 

I don't know what is going on nowadays (I copied all of shealthboys info into a beacon for enslavement and it still didn't work and it did the same issues that you are having now)

 

I will have a look at it while I am working on the mod

 

about the seedbed perk, good idea, (should be doable)

Posted
1 hour ago, adsadsasdasdsadad said:

I apologize for bad english first but is there way such that npcs don't undress every time upon going inside furniture?

go into Workshop menu of WDF MCM Menu

and toggle "Dress Choice" to No changes

Posted (edited)

a couple of things for the upcoming update (no idea when I will release it but I will post a beta soon)

 

1. More MCM Options (Baby to Child, Child to Adult, Evolution(Mirelurk Only))

2. Cleaned up the messages and Timers so it should be easier to control

3. I have fixed that timer issue with Eggs/Wombs/Babies (if it freezes(negative numbers) then you need to drop it (and maybe pick it up)) *Not sure what is causing the issue

4. Fixed the Extra Offspring option (I forgot to make the final change over)

5. Evolution of Mirelurks -> read the following...

 

so you know how children grow up to become adults,

I made the mod think that the adults are still children growing up to be adults

 

Hatching->Crab->Hunter->King->Queen

 

 

I won't be doing the following

about 5.

I actually had this idea years ago

 

The idea was to do this with all of the creatures

so they would evolve into another version of themselves (using levelled NPC's to grow more powerful)

but I don't think, this is possible now because it would remove the extra stats. (safety, Happiness, etc)

(I had originally had rival creatures - Feral(independent but powerful) vs Tamed(dependent but useful for settlements))

 

update-> damn it, I hate myself

being a slave to feature creep

 

so I have two different paths ahead

1. current Mirelurk plan (evolve each mirelurk to its next version)

or

Not do the above about instead...

2. have each creature have an evolution path involving their harder versions

so Deathclaw->Alpha Deathclaw->Glowing Deathclaw->Deathclaw Matriarch->Savage Deathclaw->Albino Deathclaw->Chameleon Deathclaw->Mythic Deathclaw

Edited by Invictusblade
Posted

Hey sorry to keep bringing up problems, I've noticed my supermutant sons won't interact with prostitutes I've brought them at their settlement using Human Resources. Regular male settlers do, however.

 

While on the topic, the supermutants don't stick to their jobs, either.

Are these just quirks of adding settler scripts to non-human entities?

Posted
4 hours ago, Darkanna17 said:

Hey sorry to keep bringing up problems, I've noticed my supermutant sons won't interact with prostitutes I've brought them at their settlement using Human Resources. Regular male settlers do, however.

 

While on the topic, the supermutants don't stick to their jobs, either.

Are these just quirks of adding settler scripts to non-human entities?

more than likely, but I will have a look when I am making the evolution changes in the future. see above

Posted

there is a couple of things to do

1. with one of the milkers, go to the workbench and change the mode to "repair" and then use it

and then

2. go to WDF MCM, and find this option "Milking Morph Maximum Size" in the Breast Milk Options and decrease it

Posted
14 hours ago, Talamaeus said:

milk generation morphs look like? Mine turn into balloons

 

13 hours ago, Invictusblade said:

Milking Morph Maximum Size"

I also noticed this with them looking different on the newer versions.  Max size 2.0 gives them a fake plastic surgery feel, and max 10 size they just go up.

 

Previous versions' Pre hypnotist and where it still had breast control perk at jamacia plains, full max size was huge but werent just big rounds out front.  Was the morph changed to inclue more Double Mellon vs Breast / Breast Small >?

Posted
8 hours ago, LatencyRemix said:

 

I also noticed this with them looking different on the newer versions.  Max size 2.0 gives them a fake plastic surgery feel, and max 10 size they just go up.

 

Previous versions' Pre hypnotist and where it still had breast control perk at jamacia plains, full max size was huge but werent just big rounds out front.  Was the morph changed to inclue more Double Mellon vs Breast / Breast Small >?

one of the problems(I think) is morph interaction

so if one part of the mod changes Belly, Butt, Breasts

and another part changes Breasts

 

the game might lose its zero point for breasts

Posted

RadMorphs seems to work a little better with that issue, but I don't think it alters the belly unless set to. I'll check that out and see if the mesh distorts like with WDF. If so it could be an issue with the bodies or bodyslide setup. I kinda wonder if it has anything to do with the FusionGirl settings that come with WDF and FPE.

Posted
1 hour ago, Invictusblade said:

one of the problems(I think) is morph interaction

so if one part of the mod changes Belly, Butt, Breasts

and another part changes Breasts

 

the game might lose its zero point for breasts

To be honest, this is because the CBBE for FO isn't as intuitive as Skyrim.  Multiple mods are competing (At least in my loadset from this site) for control over the same nodes.  The best thing would be to add a grouping for "Pregnancy" or "Weight" changes, that aren't in the "I want big tits, because I want big tits." category.

The problem is that they can only get so big without looking ridiculous.  Skyrim BodySlide has the Low Weight, High Weight ( I don't know that this is in FO4 because I never do morphing mods)  These limits, in skyrim, are generally used unless you do an override.   This would be a good measure to use for morphing in FO4

 

 

 

Posted

So I keep getting amazed at how many things you can do with this mod.

Recently I revived a couple of mirelurk eggs and synths, a message appeared indicating how many months it will take for the babies to grow.

At the start of the thread there was some info about an FEV Growth Chemical and it got me wondering if it works on these creatures I revived.

What would be the correct way to inject the chemical to make them hatch immediatly? And which syringe to use? Because there are 2 different kinds of syringes available for crafting at the workbench.

Thanks in advance!

Posted
5 hours ago, Rikbarf said:

So I keep getting amazed at how many things you can do with this mod.

Recently I revived a couple of mirelurk eggs and synths, a message appeared indicating how many months it will take for the babies to grow.

At the start of the thread there was some info about an FEV Growth Chemical and it got me wondering if it works on these creatures I revived.

What would be the correct way to inject the chemical to make them hatch immediatly? And which syringe to use? Because there are 2 different kinds of syringes available for crafting at the workbench.

Thanks in advance!

so there is a current bug with the release version 3.80 that the timer sometimes won't work for egg/womb/babies (not sure what is causing it but I did fixed for the upcoming beta)

 

the everything version should be called "Hybrid FEV Growth Syringe"

 

 

so yes, the Hybrid FEV Growth Syringe will hatched them quickly

 

the FEV Growth Milk will only work on babies

while the Hybrid FEV Growth Syringe will work on everything

 

if all of this is too much then there is a debug command in Debug Page 3 of FPE called "Grow Baby"

Posted
50 minutes ago, Invictusblade said:

so there is a current bug with the release version 3.80 that the timer sometimes won't work for egg/womb/babies (not sure what is causing it but I did fixed for the upcoming beta)

 

the everything version should be called "Hybrid FEV Growth Syringe"

 

 

so yes, the Hybrid FEV Growth Syringe will hatched them quickly

 

the FEV Growth Milk will only work on babies

while the Hybrid FEV Growth Syringe will work on everything

 

if all of this is too much then there is a debug command in Debug Page 3 of FPE called "Grow Baby"

Thanks a lot!

Posted
8 minutes ago, chenfan said:

when i attempt to build a milk seat, it shows that i lack the WASTELAND MILKING SEAT TECHNOLOGY. anyone knows how and where to learn it? much thannnnnnnnnnnnnks!!!!

so there is two copies in the commonwealth

that should be located in the following locations...

1. Federal Ration Stockpile

2. Institute Bioscience (there is a reason for this)

Posted

I don't know if this has been fixed or not, there was an update recently. I was taking DNA samples of animals that have no animations for later and when I tried to get a sample of a cat all I got was bloatfly DNA, really disappointed. I haven't tested in the newest version yet. I'll let you know when I get that far.

 

Posted
6 hours ago, TwilightDreamz said:

I don't know if this has been fixed or not, there was an update recently. I was taking DNA samples of animals that have no animations for later and when I tried to get a sample of a cat all I got was bloatfly DNA, really disappointed. I haven't tested in the newest version yet. I'll let you know when I get that far.

 

I didn't know that so I will have a look

Posted
18 minutes ago, Invictusblade said:

I didn't know that so I will have a look

Yeah I've seen this issue.  The DNA exists in the ESP, but its not being applied to the cat actor.  It defaults to Bloatfly.

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