zonderbunny Posted April 4, 2013 Posted April 4, 2013 In the ant episode I can't seem to get any further mutations. I have the second tunnel open and have interacted with the cocoon. But I don't get any mutation options with it. I've eaten all the drops of nectar in hopes that might do something but no such luck. In the riverside episode during the breeding party after the deathclaws impregnate the courier, lucy, and the third person they don't proceed to do anything with the remaining three girls. Also I love how the new coyote mutations look can't wait to have them implemented.
Feralcus Posted April 4, 2013 Posted April 4, 2013 Just need to talk my way through an idea I'm developing. Feel free to chime in on any of this. Thinking about making the last tunnel open up into a spawning chamber. Inside the spawning chamber you're told that pressing a key enters you into a "production state" You can only enter this state if you've fully mutated yourself. While in this state you can't leave the chamber, but leaving the state is as simple as pressing the key (thinking " \ " or something). The state limits your movement, you can still walk around but you can't run around and speeds up the time scale considerably. So while you're in this state random things can occur once every so often. There'll be a drone to keep you fertilized ants to feed you (a couple different ways), maybe attendants that take eggs from you and automatically add them to the nest?, and there should be more. Thoughts? And I could use more "random" events that can occur then as well if you guys generally like the idea. So like it turns you into more or less a real ant queen for a bit? Awsome! Would there perhaps be any specific mutats or anims for this bit? Like maybe your wings fold out or something? That being said about the other stuff, I'm building up a gestalt report that I'll get to ya by today or tommorrow, bunch of random encounters and whatnot, as well as perhaps a little garden outline. Although I will say if you do make an official birthing chamber it should be rather grand, it would be the heart of the whole colony after all. (Perhaps it could even be a sorta player home?) <<
Feralcus Posted April 4, 2013 Posted April 4, 2013 Yeah, I've got the room set up, and I got the mode working as far as setting/resetting time scale and player movement after holding " \ ". Not 100% sure how I want to proceed from here so I'm going to take a litlte break and think about it. To give you an idea, there's 2 rooms and a smaller room connecting them. Thinking the one will house the drone and any attendants, and the other one you'll have all to yourself. And I can't make animations, but I can use animations if you know of any from the game or any mods that might work. Sweet, I'ma go hunt down some giant ant queens and stare at them for inspiration...
Sinister Posted April 4, 2013 Posted April 4, 2013 so i played the deathclaw quest yesterday to the point where i gave weapons to jessica and fixed the radio, today i loaded the game and im unable to find lucy anywhere to distract the guards. am i able to do anything or do i need to redo everything? If lucy is really gone (sometimes she wanders off down one of the tunnels) then there's nothing you can do but load up an earlier save where she's still around. She can fall through the ground after sex sometimes. Not anything I can fix. I have tried the Deathclaw quest several times, but every time I get to the part where Lucy has to distract the guard, she just stands there looking at it and I can't get any further, I've got all the latest mods and checked my load order, still no joy, I've even tried to get her to do it before giving birth and after, but get the same result! anyone else having this problem? After getting lucy to agree to distract the guard you need to go back to sam and tell her about it. Yeah, i've done that and then Sam has the option to call Lucy to distract the guard and that's where the problem is, Sam calls her and Lucy wanders over to just stand there looking at the guard, no anim commences and the quest goes no where, any ideas would be greatly appreciated! I have started doing the Coyote quest, i'm a member of the pack, been on my first hunt and happily not had a problem with the quest at all.
017333 Posted April 4, 2013 Posted April 4, 2013 I am still curious of if you're planning to make the mod more practical from a gameplay perspective.The smut is great, but what if the episodes also rewarded you with something that you could use in other areas of the game? Like a balanced weapon. A possible scenario that could fit with the theme of the mod is to make it given to you after you bear a certain number of offspring for an NPC. You could also find it concealed within the caves of the beasts who abduct you or consensually take you in, like the deathclaws and coyotes respectively. Could have been lost by somebody else as flavor. Taken in the case of the deathclaws, or just happened to be scavenged with a corpse and lying around for the coyotes if you want specific themes.Or, even better, the mutations which I already find to be a cool idea could be expanded upon more than they are right now to provide you with permanent buffs to your character? For example, with the coyote mutation you could gain small claws from it. This could give you a small bonus to your unarmed skill. Maybe the carapace of the ant mutation gives you a similar bonus to armor. If you'd prefer ideas for the lewd aspect, the additional pair of breasts for the coyote mutation could double the characters lactation rate or enable them to breastfeed twice in a row instead of only once, but I'm not sure if there would be much of a point to that with the NPC interactions set up as they are now. And, you might think that attribute would fit better with the cow mutation anyway. Perhaps a heat cycle for the later stages of the coyote mutation that could do something else? Such as going a bit crazy to have Fenris breed you. Maybe that's unnecessary with the fertility system that pregnancy offers, though.By the way, judging from those updated screens, if the aesthetic of the coyote mutation continues to remain problematic maybe you could create a divide in the mutation stages? Like the very final one, gives a more furry appearance whereas the ones which come before it would only introduce the minor changes, like the ears, tail, second pair of breasts, fur, paws(?) and so forth. The last stages could be separated with a clever in character warning of some type not to go further if you don't care for it. That way both prototypes could be used ingame if it is too difficult to decide on something. I kind of liked the paws, if you can't wear armor over the mutation. Running around the mojave barefoot would probably hurt.Just got the urge to shoot off some random ideas, maybe too much so I'll stop here. The production mode does sound neat, though.
Feralcus Posted April 5, 2013 Posted April 5, 2013 I thought the deathclaw episode did a good job from a gameplay perspective. Claws, speed, health regeneration, rad resistance, night vision, and some added armor. Indeed, dc mutation kicks ass, Oh and I've thought up some species/mutation specific weapons actually...
Soap desu Posted April 5, 2013 Posted April 5, 2013 Dude cant wait to get off work, the ant queen chamber sounds epic. I hope by the time im home the update hits. Also eager to try new fernis mutations.
Feralcus Posted April 5, 2013 Posted April 5, 2013 Muto specific weapons 1.Bloatfly, Little nub in the center of palm? Modified projectile weapon High dam, low rate of fire Uses ammo breeder Is silent Justification? It's a silent weapon that favors stealth over assault, why stealth? Have you ever tried to find a fly in an empty room? You can hear'em but never find'em... 2.DC Got claws already, Makes sense... 3.Cazador Big horn/stinger thing coming out of wrist, Could have a script that keeps it always poisoned Justification? No Caz stuff yet but I think this one's pretty straight forward... 4.Wolf Not actually a weapon. Is simmilar in both concept and function to the ncr radio you get. can call either Fenris, The pack(just a bunch of wolves..), or Both. Plays howls when used. Justification? It makes sense that you would be able to use howling to contact the rest of your pack should you need them... 5.Ant, This one could be multi choice I feel, like perhaps a bio flamethrower depending on future interactions? Or a "crop" which gameplay wise is sorta like that flask you got as a bonus? Except instead of just water it gives a bit of food as well? Or other??? What do you guys think?
Feralcus Posted April 5, 2013 Posted April 5, 2013 Tonight's update won't have anything to do in the chamber. Other than accelerating time. Gonna sleep on how to handle it. If I don't do it right, it's just going to be really boring. One idea, Have the queens chamber as a sort of crossroads intersection, so that while you're in super-breeeder mode you get to see the ants moving around and genneraly being alive?
Guest Devianza Posted April 5, 2013 Posted April 5, 2013 All right, the last stage of the wolf mutation adds paws as well as tits now. I also got rid of the upper set of arms on the ant mutation. So in a way the PC will kinda sorta mutate into a werewolf? I mean I realize werewolves are a supernatural thing and not a mutation, but after giving up on someone porting over the Curse of Hiricine mod (most I tried to talk into it whined about lore), I'll be more than content with something at least kind of werewolf like. I still don't see how werewolves in New Vegas would be totally lore unfriendly, I mean there are plenty of post apocalyptic stories featuring werewolves and vampires.
017333 Posted April 5, 2013 Posted April 5, 2013 user29, on 04 Apr 2013 - 19:25, said: I thought the deathclaw episode did a good job from a gameplay perspective. Claws, speed, health regeneration, rad resistance, night vision, and some added armor. Yeah, I know that the deathclaw mutation is a good one. That is a prime example of what I mean. I suppose the others just haven't had enough time behind them to be built up yet. You're doing really good with the ant one, from the sounds of it. I haven't tested the newer version yet because I was waiting for things to settle and stabilize, though. user29 All right, the last stage of the wolf mutation adds paws as well as tits now. I also got rid of the upper set of arms on the ant mutation. I will reiterate that you don't have to add the paws back in if you don't like them. My suggestion was more along the lines of making both camps happy. The version of the mutation in those screenshots that you seemed to be happy with could be the final stage in terms of mechanics behind it, (if you implement any) with the very last only being a silly aesthetic thing. I just thought doing it that way would please everyone who used it, because then you could have both the wolf girl effect and another for becoming even more like the coyotes if wanted. A similar perspective could be adopted for future mutations as well from other critters. Just trying to think more broadly of how it can be approached.
Feralcus Posted April 5, 2013 Posted April 5, 2013 So, user, I haven't finnished with the all the random nest encouter stuff but do you want what I've got so far with the garden quest?
Soap desu Posted April 5, 2013 Posted April 5, 2013 Sweet will try ant quest and fernis tonight...youve been on a roll with these updates good stuff and thanks for your hard work. I think the end is the spawning chamber like you said but is the hold "/" plugged in yet or is that for the next update? Because when entering the chamber for the first time it tells the user to use the "/" just wondering.
Guest Devianza Posted April 5, 2013 Posted April 5, 2013 I'm noticing with pregnancy stages I believe p6 and up, my characters body turns a dark brown while her hands and face remain white.Am I missing a textures update?I downloaded the current stable version of pregnancy but that doesnt' seem to fix the issue.
Soap desu Posted April 5, 2013 Posted April 5, 2013 Ya it was the wrong key I believe it was listed as / now when doing the coyote ep, is the player supposed to turn into a coyote while given birth and such, or is that strictly Fernis side? Cause my toon just got dog ears after first turn in of pups in coyote den. NVM its after each time I feed the coyote meat.
Zenman16 Posted April 5, 2013 Posted April 5, 2013 it wont work, i downloaded everything, but it says i have nvse v0 and not v11 installed
Soap desu Posted April 5, 2013 Posted April 5, 2013 Noticed in the stats effect area (pipboy) for wolf/coyote muations it displays as deathclaw mutation status/name. While in this same menu with the ant mutations nothing appears. And to confirm when holding \ key the production mode is enabled. Also in the hive info it has not been updated to show the amount of eastern scouts
Soap desu Posted April 5, 2013 Posted April 5, 2013 Just need to talk my way through an idea I'm developing. Feel free to chime in on any of this. Thinking about making the last tunnel open up into a spawning chamber. Inside the spawning chamber you're told that pressing a key enters you into a "production state" You can only enter this state if you've fully mutated yourself. While in this state you can't leave the chamber, but leaving the state is as simple as pressing the key (thinking " \ " or something). The state limits your movement, you can still walk around but you can't run around and speeds up the time scale considerably. So while you're in this state random things can occur once every so often. There'll be a drone to keep you fertilized ants to feed you (a couple different ways), maybe attendants that take eggs from you and automatically add them to the nest?, and there should be more. Thoughts? And I could use more "random" events that can occur then as well if you guys generally like the idea. Here are a few thoughts, is there a way to while in production mode have a another mutation, like max size preg belly animated or/with a larger womb/egg sack. This would be used to show that the ant queen is in production mode. She does gets super slow +9999 weight added so it would make sense to have slightly larger parts to complement this change in weight. Also while in production mode I think it should work like the bloatflys where she births/lays eggs without the aid of a mate. If possible, allow more environmental effects in the spawning room, kinda like what you did with Novac after deathclaw takeover (egg sacks/models all over buildings and such). But make it more ant like. Another thing, when shes done birthing, I like the idea of queen attendants to appear and take the eggs away into another chamber in the spawning room where the eggs will hatch/change. Now you were saying something about some skills being purchasable in the spawning chamber, the longer you stay in production mode, the more ability's open up. For example, lets say she stays down there 24 hours (in-game time) 1 tier could open up/be purchasable like faster reproduction, tier 2 could be more eggs spawned, tier 3 could be less time it takes to hatch and so on. As for the random encounters, since shes making a lot of eggs quicker then the battles (after the fire ants are killed or before whatever) could be more frequent that way the amount of eggs made / produced does not get crazy and become to easy, while also giving the sense that your in danger and must make more for the swarm. Increasing the frequency of these events could be adjusts once new ability's/tiers are opened up as well. Also a good way to handle combat while in the chamber or outside of it. Is to have a dialog box pop up saying X enemy has entered or is attacking the hive. Give two options saying attempt to stop the hostiles or let or the swarm do it (of course not in those words but you know). Then have the screen fade to black transporting the character to where the fight is taking place. Alternatively you can have 4 stages to this one, is if the queen decides not to aid in the first push and they lose the battle have the hostiles enter the base, at which time the player will get another prompt saying "attack or spawn more" type of message. Once the first breeder room is taken down or is lost, the hostiles will enter the next chamber. Same thing will occur the player will get a message box ect ect. Once the hostiles reach the spawning chamber the player will have to fight regardless and no message is displayed, unless the player kills the hostiles then a message prompt will appear saying something like "massive losses occurred must re spawn more ants before using spawning chamber again or whatever", you get the idea. For attacks she needs some sort of spit acid move or ant claws, using weapons and guns while in this form seams kinda weird and breaks the immersion of the mutation. Now she is a queen so maybe the ability to call ants to her add or something. Just my two cents hopefully something is useful and we can see what you have in store for the spawning room soon . So far the ant mods are great, I'm liking the wolf ones also.
drazil Posted April 5, 2013 Posted April 5, 2013 Adventure idea by a fan. The white glove society were once cannibals, but the practice has been outlawed. A group of members could be trying to sate their hunger without breaking the taboo, Impregnating women with other creatures in order to produce meat with the taste of human flesh. Maybe they offer to hire women a chance to enter the white glove society by working as milk maids in their private quarters, then imprison them, impregnate them with brahmin and bighorner calves and milk them. Compared to the existing encounters it would probably be more restricive, and less organic.
Guest Devianza Posted April 5, 2013 Posted April 5, 2013 I toyed around with the wolf mutation, and got to "severe wolf mutation" which I believe is as far as it goes.It looks f'in cool but I ran into one little issue, after my PC was severely mutated then was giving birth, the birthing animation got stuck after the first or second pup. It could just have been a glitch on my end but i forgot to save for about an hour so it would take awhile before I could get to where I was to re-test it. However, it was when I was supposed to be finding food for Fenris, so that may be linked to it glitching up.
zonderbunny Posted April 5, 2013 Posted April 5, 2013 I have a problem with crashing during the riverside episode. It always happens during the second basement meeting when the girls spawn in. Only running what's required for breeder. I love the new stuff for the ant episode and the coyote mutations.
saladboy21 Posted April 5, 2013 Posted April 5, 2013 I tried out the supermutant tribe. I played successfully for awhile but atarted getting Freezes after...I dunno, 20 or so min? These freezes/crashes, once they started, always happened within a minute of starting that save. I did not suffer freezesearlier, and played several hours between last night and tonight with none at all. My only theory is several super mutants fell through the ground after sex, and one might have been supposed to interact with my courier. Other thing my courier's Intelligence dropped to 1. Not sure why, but it was a high stat so not so good. I dont know exactly when it happened, just noticed lower skills when she leveled during sex and noted it was 1 with no apparently effect lowering it. Past that, was good. Suggestion: If you ever integrate Lust, you might have resolve lower per climax and per baby, as well as per submission. This means fridged women would degenerate slowly, nymphoes quickly. My courier had Easy G and routinly climaxed about 3 times per 2 intercourses, so I would imagine a more "normal" one might be broken slower, a nympho quicker. It seemed like a good application, anyway.
Guest Devianza Posted April 5, 2013 Posted April 5, 2013 I don't know if it's a good idea to integrate sexoutlust into breeder, not because sexoutlust is a horrible mod but because it has a few issues. The last time I used it, I noticed it disabled Sexoutng's hotkey for the vibrator, which isn't a big deal but the fact every time a clean save is necessary due to an Sexoutng update or what have you, all of the perks earned in Sexoutlust are wiped out and I dunno, I see that as something that could possibly lead to bugs. However, it also has its advantages, for example its nice to have the "pull out" option.I guess in short, I'm not fully against the idea.I however would be totally against the idea of zaz ever becoming a necessary requirement. Zaz has caused me nothing but issues with Skyrim and New Vegas.
YumiChan19 Posted April 5, 2013 Posted April 5, 2013 I tried out the supermutant tribe. I played successfully for awhile but atarted getting Freezes after...I dunno, 20 or so min? These freezes/crashes, once they started, always happened within a minute of starting that save. I did not suffer freezesearlier, and played several hours between last night and tonight with none at all. My only theory is several super mutants fell through the ground after sex, and one might have been supposed to interact with my courier. Other thing my courier's Intelligence dropped to 1. Not sure why, but it was a high stat so not so good. I dont know exactly when it happened, just noticed lower skills when she leveled during sex and noted it was 1 with no apparently effect lowering it. Past that, was good. Suggestion: If you ever integrate Lust, you might have resolve lower per climax and per baby, as well as per submission. This means fridged women would degenerate slowly, nymphoes quickly. My courier had Easy G and routinly climaxed about 3 times per 2 intercourses, so I would imagine a more "normal" one might be broken slower, a nympho quicker. It seemed like a good application, anyway. Sexout Lust is actually a conflicting mod with Breeder and shouldn't be used together. it causes alot of problems
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