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AAF Family Planning Enhanced Redux


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Posted (edited)

I seem to have this as well. All but 1 settler (5 of the 6 there) at Red Rocket had been pregnant and after birth, or loss of child, the preggo belly remained on all 5. Waited over 2 months in game to see if it was just slow recovery but ended up having to reset the morphs to get them back to normal. If it matters all settlers at Red Rocket came from Commonwealth Captives

Edited by Malliss
Posted
9 hours ago, MysticDaedra said:

Is there a console command or something to "cure" (remove) Mammary Hypoplasia? My character seems to have this perk from the beginning of the game in Vault 111. I've already turned the setting for it off in the MCM, but I want to remove the perk from my character so she can experience lactation etc.

 

Find the 4-byte (8-digit) hexidecimal ID of the perk with a keyword search like help hypoplasia 4 perk and then you can player.removeperk xxxxxxxx to undo it.

 

A cure item (is there already one?) or making it curable by doctors might be a nice option in the future. Similarly, I'd love to see an item for directly curing fetal damage without going to a doctor, and even per-creature-race damage modifiers in Wasteland Offspring (for example, so I could make super mutant fetuses virtually immune to in-womb damage from drug and alcohol use).

Posted
10 hours ago, Malliss said:

I seem to have this as well. All but 1 settler (5 of the 6 there) at Red Rocket had been pregnant and after birth, or loss of child, the preggo belly remained on all 5. Waited over 2 months in game to see if it was just slow recovery but ended up having to reset the morphs to get them back to normal. If it matters all settlers at Red Rocket came from Commonwealth Captives

Same issue. Also using Commonwealth Captives.

Posted (edited)
On 4/29/2022 at 8:41 AM, Morgenrot_68 said:

It has something to do with the pregnancy system. As soon as I turn off the settler fertility chance in Existence, it works and the SEU FlirtQuest is started. If I turn it on again and I come to a settlement where a pregnant settler is running around, the SEU FlirtQuest does not work anymore. Maybe this will help with troubleshooting.

 

 

 

My issue seems to be exactly the same.  Also, I'm not sure but this seems to coincide with Cumflation not working on the player.

Edited by Dez65
Posted

I think I pretty much know what the problem is by now.

 

Now it gets a bit technical. When Existence is on, all NPCs eligible for pregnancy get an item. By equipping a script is started (invb_cuminject_ll). In this script a temporary actor is created, which practically simulates the father. This is done to get an Actor Ref.

 

Namely this command:

             Actor tempActor = akActor.PlaceAtMe(ac_FatherCum, abInitiallyDisabled = true) as Actor

 

From the moment this temporary actor is created, the start of the FlirtDialogQuest fails in SexEmUp.
This can also be seen in the log, there will be an error message that an Actor can not be assigned to an Alias, because the Quest belonging to the Alias is not running.


The actor is also deleted a little later, but unfortunately it makes no difference. From that moment on, SEU doesn't work anymore and only a HardReset fixes this condition.

But this should not be, I can not see any bug. I do not know why this instruction in FPE ensures that in SEU a Quest can not start. Possibly it is a game bug. (I hope not).

I already wrote an mail to @Invictusblade and I think he will have a look at it soon, when he has some more time. Of course he knows the code of FPE better.

 

 

 

 

Posted

I've also had similar problems with bellies not disappearing but also characters giving birth unreasonably fast, characters will go into labor when the checker says there no where near the proper due date, I've had my character have a child when the checker says she's only 0.30 along which is about an in game day.

Posted

Just a note, I also use commonwealth captives and noticed almost every single captive is pregnant  (and female aiders). I tested with commonwealth captives set to spawn at 100% only female - and most were pregnant. Ideally, it should be 1 in 10 at most.

Posted
54 minutes ago, Nuka Cherry said:

Just a note, I also use commonwealth captives and noticed almost every single captive is pregnant  (and female aiders). I tested with commonwealth captives set to spawn at 100% only female - and most were pregnant. Ideally, it should be 1 in 10 at most.

 

Agreed, the pregnancy rate with Commonwealth Captives female spawns is very high compared to the chance for existence pregnancies I have set in MCM.

Posted

so my plans have been delayed so I cannot get back into modding for a while (end of the week) infact it has gotten worse so I cannot really do any work at all.

 

12 hours ago, darthvaapad said:

I've also had similar problems with bellies not disappearing but also characters giving birth unreasonably fast, characters will go into labor when the checker says there no where near the proper due date, I've had my character have a child when the checker says she's only 0.30 along which is about an in game day.

do you have the breeder virus?

also check both pregnancy status screens (Player and target)

10 hours ago, Nuka Cherry said:

Just a note, I also use commonwealth captives and noticed almost every single captive is pregnant  (and female aiders). I tested with commonwealth captives set to spawn at 100% only female - and most were pregnant. Ideally, it should be 1 in 10 at most.

do you have the older ROF-FPE addon for commonwealth Captives?

 

the only other thing I can think of is that the captives are getting multiple instances of the content.

 

if you have Overlays installed?, what do they look like? (Doubled up?)

9 hours ago, vaultbait said:

 

Agreed, the pregnancy rate with Commonwealth Captives female spawns is very high compared to the chance for existence pregnancies I have set in MCM.

 

Posted
16 hours ago, Morgenrot_68 said:

I think I pretty much know what the problem is by now.

 

Now it gets a bit technical. When Existence is on, all NPCs eligible for pregnancy get an item. By equipping a script is started (invb_cuminject_ll). In this script a temporary actor is created, which practically simulates the father. This is done to get an Actor Ref.

 

Namely this command:

             Actor tempActor = akActor.PlaceAtMe(ac_FatherCum, abInitiallyDisabled = true) as Actor

 

From the moment this temporary actor is created, the start of the FlirtDialogQuest fails in SexEmUp.
This can also be seen in the log, there will be an error message that an Actor can not be assigned to an Alias, because the Quest belonging to the Alias is not running.


The actor is also deleted a little later, but unfortunately it makes no difference. From that moment on, SEU doesn't work anymore and only a HardReset fixes this condition.

But this should not be, I can not see any bug. I do not know why this instruction in FPE ensures that in SEU a Quest can not start. Possibly it is a game bug. (I hope not).

I already wrote an mail to @Invictusblade and I think he will have a look at it soon, when he has some more time. Of course he knows the code of FPE better.

 

 

 

 

see the problem with this is that.

impregnations can only work via temp actors.

 

maybe there is a keyword that can be added to temp actors to negate the Sex em up scripts.

(I haven't used Sex em up in ages)

 

btw this was designed by ego (he was the one who taught me to make these types of scripts) *but of course I have expanded it beyond its original intention so maybe there is a better way to impregnate NPCs.

Posted
4 hours ago, Invictusblade said:

do you have the older ROF-FPE addon for commonwealth Captives?

 

I'm not sure what that is, so probably not.

 

4 hours ago, Invictusblade said:

the only other thing I can think of is that the captives are getting multiple instances of the content.

 

if you have Overlays installed?, what do they look like? (Doubled up?)

 

Captives do spawn with overlays, but not nearly as often as with pregnancies. I haven't noticed any doubled-up overlays on them, at least.

Posted
6 minutes ago, vaultbait said:

 

I'm not sure what that is, so probably not.

 

 

Captives do spawn with overlays, but not nearly as often as with pregnancies. I haven't noticed any doubled-up overlays on them, at least.

I will keep looking into it.

I need to fix a problem or two with the death birthing.

 

there is a couple of things I can think of

1. because of their nature, they might recreate themselves with a new faction and therefore might start the existence for them again

 

2. what is your chance settings for DLC04 Slaves? (I left it here from the impregnation addon days)

*I should change it to its own options (or just settlers)

 

but like I said before, I am not in a position to work on the mod. (I only have one monitor at the moment and I used to having two) *also I am on a couch balancing the keyboard on my knees.

Posted
7 hours ago, Invictusblade said:

see the problem with this is that.

impregnations can only work via temp actors.

 

maybe there is a keyword that can be added to temp actors to negate the Sex em up scripts.

(I haven't used Sex em up in ages)

 

btw this was designed by ego (he was the one who taught me to make these types of scripts) *but of course I have expanded it beyond its original intention so maybe there is a better way to impregnate NPCs.

 

I have found the bug.

 

The property value (ac_FatherCum) for the temporary actor is the player and this does not work.
This causes the SEU script to crash.

It must be a different NPC than the player. The same function is also used when someone is impregnated in the MCM during debugging. Only the function runs in the MCM_Debug Script. Here the ActorBase of a WorkshopNPC is used (WorkshopNPC "Settler" [NPC_:00020593]).

 

I used the same NPC in the INVB_Cuminject_LL script as value for the property 'ac_FatherCum'. And what can I say, it works. The SEU script doesn't crash anymore and the FlirtDialog quest is started.

So far, problem solved.

I just don't know if @Invictusblade or @EgoBallistic thought of something to use the ActorBase of the player in this script instead of a WorkshopNPC like in the MCM_Debug script. I think this is a bit problematic to use the player, especially because other mods might get problems for that reason too.

 

Maybe there is a good reason for that. Anyway, @Invictusblade you would have to change that for the next version then.

 

 

Posted
3 hours ago, Invictusblade said:

what is your chance settings for DLC04 Slaves?

 

Under the main existence options I raised the chance of pregnancy to 5 (default is 0), but for Nuka World slaves it's the default 50. Are the two of those combined somehow? I would have expected the base 5% to be multiplied by the faction-specific 50% default to result in a 2.5% chance (0.05 * 0.5 = 0.025) meaning 1 in 40 NPCs spawn pregnant, but I really have no idea what sort of math you're doing to compose these values.

 

I just loaded up a test cell with a bunch of unique NPCs templated from female human settlers, and a bunch of Commonwealth Captives (all female). roughly half of the settlers spawned pregnant, while all of the captives spawned pregnant.

Posted
11 hours ago, Invictusblade said:

so my plans have been delayed so I cannot get back into modding for a while (end of the week) infact it has gotten worse so I cannot really do any work at all.

 

do you have the breeder virus?

also check both pregnancy status screens (Player and target)

do you have the older ROF-FPE addon for commonwealth Captives?

 

the only other thing I can think of is that the captives are getting multiple instances of the content.

 

if you have Overlays installed?, what do they look like? (Doubled up?)

 

I don't think I've got the breeder virus as nothing has popped up saying I do and there's no perk I've seen in my screen. I've also been using the debug pregnancy checker and it says i'm only 0.30 (about a day on default) along in the pregnancy but then the pregnancy quest triggers. It also seems to trigger the npcs after about the same time as well causing them to give birth rapidly as well.

Posted
4 hours ago, Morgenrot_68 said:

So far, problem solved.

Not even close to as technically proficient as you.  I'd taken SEU out of my load order.  Would you mind sharing your working script?

 

Thanks!

Posted (edited)
4 hours ago, vaultbait said:

 

Under the main existence options I raised the chance of pregnancy to 5 (default is 0), but for Nuka World slaves it's the default 50. Are the two of those combined somehow? I would have expected the base 5% to be multiplied by the faction-specific 50% default to result in a 2.5% chance (0.05 * 0.5 = 0.025) meaning 1 in 40 NPCs spawn pregnant, but I really have no idea what sort of math you're doing to compose these values.

 

I just loaded up a test cell with a bunch of unique NPCs templated from female human settlers, and a bunch of Commonwealth Captives (all female). roughly half of the settlers spawned pregnant, while all of the captives spawned pregnant.

so it shouldn't combine at all

how it works

 

if Factions is OFF

 

General Chance is the only one that runs

 

if Factions is ON

 

then each faction will cycle till its faction is chosen (it uses an IF Statement so only one should be chosen)

ending with General Chance (which works on every other faction (Mods and Other Factions))

 

 

but I will keep looking into this issue.

Edited by Invictusblade
Posted
18 minutes ago, VonHelton said:

On a less happier note, I'm getting lots of male babies, but very few female babies. Is there a slider somewhere to control this?

 

Under the Chance Options page of the MCM there's a Gender Chance (percent male) slider you can use to adjust it.

Posted
47 minutes ago, Invictusblade said:

so it shouldn't combine at all

how it works

 

if Factions is OFF

 

General Chance is the only one that runs

 

if Factions is ON

 

then each faction will cycle till its faction is chosen (it uses an IF Statement so only one should be chosen)

ending with General Chance (which works on every other faction (Mods and Other Factions))

 

Oh, thanks that makes sense. I didn't consider checking the Factional Pregnancies option. It was ON (default), but turning it OFF I get far fewer pregnancies even with Commonwealth Captives NPCs. I'll have to do a lot more testing to know if they're close to what I set for the general chance, or more frequent.

Posted

just noticed that when I used this mod every female NPC is already knocked up in the game, dunno if that was meant to happen in thje game or not

Posted
1 hour ago, Halic99 said:

just noticed that when I used this mod every female NPC is already knocked up in the game, dunno if that was meant to happen in thje game or not

check existence options

Posted (edited)
9 hours ago, Dez65 said:

Not even close to as technically proficient as you.  I'd taken SEU out of my load order.  Would you mind sharing your working script?

 

Thanks!

Hi,
here is the SexEmUp fix. It is based on the 4.005 which can be found in the download section.
As I described above, only the property value is set from Player to NPC. No big deal, but it took a lot of time and testing to figure it out.  

If it works, please give a short feedback. Every system is different, and I've experienced a lot of strange things with FO4.

FP_FamilyPlanningEnhanced.esp

Edited by Morgenrot_68
Posted
On 5/1/2022 at 11:59 AM, Morgenrot_68 said:

Now it gets a bit technical. When Existence is on, all NPCs eligible for pregnancy get an item. By equipping a script is started (invb_cuminject_ll). In this script a temporary actor is created, which practically simulates the father. This is done to get an Actor Ref.

 

Namely this command:

             Actor tempActor = akActor.PlaceAtMe(ac_FatherCum, abInitiallyDisabled = true) as Actor

 

From the moment this temporary actor is created, the start of the FlirtDialogQuest fails in SexEmUp.

 

This won't just break SEU, it will break every quest in the game that has an Alias that is filled by the Player.  The Player must always be a unique actor.  Placing another instance of the Player actorbase causes all kinds of problems. 

Posted
51 minutes ago, EgoBallistic said:

 

This won't just break SEU, it will break every quest in the game that has an Alias that is filled by the Player.  The Player must always be a unique actor.  Placing another instance of the Player actorbase causes all kinds of problems. 

didn't know that, I fixed the versions now.

 

oh well,

here is an updated FPE ESP and Wasteland Offspring ESP

 

 

FP_FamilyPlanningEnhanced.esp INVB_WastelandOffspring.esp

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