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AAF Family Planning Enhanced Redux


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Posted

so uuh, for somereason, no matter what settings i use, the baby(or babies) dissapear from the mother npc (in this case a settler made into a slave using "just business"). The babies dissapear within 2 or 3 in game days, and i've checked the mother npc's inventory, no misc or apparel baby anywhere to be seen

 

just in case anyone is intrested in helping me out, heres the contents of the plugins.txt file

Spoiler

*unlockedsettlementobjects.esm
*simsettlements.esm
BodyTalk3-RaiderNormalsFix.esl
*CheatBunker.esm
*FalloutInstrumentPack.esl
*CWWorkshopMaster.esm
*CWSS Redux.esp
*WorkshopFramework.esm
*Quick_Modification_Weapon_by_tooun.esl
*NAC.esm
*VaultOutfitPack.esl
*ArmorKeywords.esm
*Homemaker.esm
*SettlementKeywords.esm
*EthreonMasterPlan.esm
*XDI.esm
*InstituteGlove.esl
*AAF.esm
*tooun_Animationpack.esl
*pip2000mkvi_replacer.esp
*condovii2.esp
*militarizedminutemen.esp
*powerarmort49.esp
*f4nvservicerifleredux.esp
*rangergearnew.esp
*azarholsteredweapons.esp
*skksurvivalutilities.esp
*newssenabled.esp
*explorer's outfit.esp
*08thteam.esp
*ark_travelbag.esp
*fn five-seven v3.0.esp
*k9tacticalharness.esp
*liberty_pa.esp
sages mod comp.esp
simplecamping2.esp
_00stingray.esp
conquest.esp
survivorscaveinside.esp
diamond_city_secret.esp
test1.esp
AWKCR - Automatron.esp
AWKCR - Contraptions.esp
AWKCR - Nuka World.esp
AWKCR - Vault-Tec.esp
*CheatTerminal.esp
*TheKite_CaitSet.esp
*CROSS_BrotherhoodRecon.esp
*MercenaryOutfits.esp
*Fallout4_outfts.esp
*leonsoutfit.esp
*AmazingFollowerTweaks.esp
*OCDecorator.esp
*OCDispenser.esp
*OCDecoratorDLC.esp
*NaiRaeCozyScavver.esp
*cVc Dead Wasteland 6 DLC.esp
*ZebrinasWorkshopDevices.esp
*Fishers.esp
*MODaquatic.esp
*AA_CommonwealthConifersREDUX_SEASONS.esp
*CommonwealthConifersREDUX.esp
*Clean Water - Tropical.esp
*FO4Hotkeys.esp
*TakeCover.esp
*PlayerMarriage.esp
*SlowTime.esp
*StartMeUp.esp
*InstituteDirector.esp
*More Armor Slots - All Dlc.esp
*CBBE.esp
*AzarPonytailHairstyles.esp
*LMBTOverlays.esp
*Lots More Male Hairstyles.esp
*BodyTalk3-LooksMenu.esp
*Elzee Cough.esp
*SettlementMenuManager.esp
*JaneBod.esp
*AtomicBeauty.esp
*R3zDLC01Robots.esp
*LooksMenu Customization Compendium.esp
*Phase4DLC.esp
*Cotozic's Bunker Ravine.esp
*Eli_Faction Housing Overhaul - AiO.esp
*Grounded.esp
*WorkshopRearranged.esp
*MakeYourOwnSynths.esp
*WorkshopPlus.esp
*THPoses.esp
*XM2010_SniperRifle_by_tooun.esp
*USP .45_by_tooun.esp
*HK_MP5.esp
*AK400.esp
*Toz194.esp
*MWM4.esp
*Glock19x.esp
*Mossberg500.esp
*RU556.esp
*NAC-FarHarbor.esp
*NAC-NukaWorld.esp
*Nuclear weather.esp
*CROSS_Cybernetics.esp
*CROSS_InstituteExpeditionarySuit.esp
*CROSS_CourserStrigidae.esp
*DarkerNightsDetection.esp
*BetterNightVision.esp
*Vivid Weathers - FO4.esp
*DarkerNights.esp
*DarkerNights-NuclearWeather.esp
*Vivid Weathers - FO4 - Far Harbor.esp
*Vivid Weathers - Natural Bright.esp
*Vivid Weathers - Nuka World.esp
*Eli_Accessories.esp
*MiscOutfitPackv2.esp
*Sole Survivor Outffit.esp
*Homemaker - Greenhouse and Bunker Disabler.esp
*Homemaker - Streetlights Use Passive Power.esp
*Homemaker - Unlocked Institute Objects.esp
*SSEX.esp
*AdvBubbleTurretSet-Real.esp
*AlternateFurniture.esp
*AlternateSettlements.esp
*Better Vendor Stalls.esp
*MinutemenPropaganda.esp
*Northland Diggers.esp
*Northland.esp
*Settle-SRR.esp
*Generalofthearmy.esp
*Minutemenoverhaul.esp
*TD_DLC01Workshop_Addons.esp
*NPC Spawner.esp
*SettleObjExpandPack.esp
SettleObjExpandPack-AllLightShadowEnabler.esp
*FO4_Basics.esp
*Beggar_Whore.esp
*Zaz Particles.esp
*indarello_animations.esp
*CumNWealth.esp
*CumNWealth_mutant.esp
*CumOverlays.esp
*Schlong.esp
*Mutated Lust.esp
*Universal Working Bathroom Fixtures (CWSS and DLCs).esp
*Wet Effects.esp
*ErectionFix_SilverPerv.esp
*GCM.esp
*PhotoMode.esp
*M8r_Item_Tags_Vanilla_EN.esp
*M8rDisablePipboyEffects.esp
*NeoX_Katana.esp
*Binoculars.esp
*NAC.esp
*NAC-NW.esp
*NAC-FH.esp
*Atomic Lust.esp
*ZEX-TestPlugin.esp
*BattleTowels.esp
*Eli_Armour_Compendium.esp
*WastelandFashionAccessories.esp
*BarefootFootstepSet.esp
*LooksMenu.esp

 

Posted
14 hours ago, Finn Boii said:

so uuh, for somereason, no matter what settings i use, the baby(or babies) dissapear from the mother npc (in this case a settler made into a slave using "just business"). The babies dissapear within 2 or 3 in game days, and i've checked the mother npc's inventory, no misc or apparel baby anywhere to be seen

 

just in case anyone is intrested in helping me out, heres the contents of the plugins.txt file

  Reveal hidden contents

*unlockedsettlementobjects.esm
*simsettlements.esm
BodyTalk3-RaiderNormalsFix.esl
*CheatBunker.esm
*FalloutInstrumentPack.esl
*CWWorkshopMaster.esm
*CWSS Redux.esp
*WorkshopFramework.esm
*Quick_Modification_Weapon_by_tooun.esl
*NAC.esm
*VaultOutfitPack.esl
*ArmorKeywords.esm
*Homemaker.esm
*SettlementKeywords.esm
*EthreonMasterPlan.esm
*XDI.esm
*InstituteGlove.esl
*AAF.esm
*tooun_Animationpack.esl
*pip2000mkvi_replacer.esp
*condovii2.esp
*militarizedminutemen.esp
*powerarmort49.esp
*f4nvservicerifleredux.esp
*rangergearnew.esp
*azarholsteredweapons.esp
*skksurvivalutilities.esp
*newssenabled.esp
*explorer's outfit.esp
*08thteam.esp
*ark_travelbag.esp
*fn five-seven v3.0.esp
*k9tacticalharness.esp
*liberty_pa.esp
sages mod comp.esp
simplecamping2.esp
_00stingray.esp
conquest.esp
survivorscaveinside.esp
diamond_city_secret.esp
test1.esp
AWKCR - Automatron.esp
AWKCR - Contraptions.esp
AWKCR - Nuka World.esp
AWKCR - Vault-Tec.esp
*CheatTerminal.esp
*TheKite_CaitSet.esp
*CROSS_BrotherhoodRecon.esp
*MercenaryOutfits.esp
*Fallout4_outfts.esp
*leonsoutfit.esp
*AmazingFollowerTweaks.esp
*OCDecorator.esp
*OCDispenser.esp
*OCDecoratorDLC.esp
*NaiRaeCozyScavver.esp
*cVc Dead Wasteland 6 DLC.esp
*ZebrinasWorkshopDevices.esp
*Fishers.esp
*MODaquatic.esp
*AA_CommonwealthConifersREDUX_SEASONS.esp
*CommonwealthConifersREDUX.esp
*Clean Water - Tropical.esp
*FO4Hotkeys.esp
*TakeCover.esp
*PlayerMarriage.esp
*SlowTime.esp
*StartMeUp.esp
*InstituteDirector.esp
*More Armor Slots - All Dlc.esp
*CBBE.esp
*AzarPonytailHairstyles.esp
*LMBTOverlays.esp
*Lots More Male Hairstyles.esp
*BodyTalk3-LooksMenu.esp
*Elzee Cough.esp
*SettlementMenuManager.esp
*JaneBod.esp
*AtomicBeauty.esp
*R3zDLC01Robots.esp
*LooksMenu Customization Compendium.esp
*Phase4DLC.esp
*Cotozic's Bunker Ravine.esp
*Eli_Faction Housing Overhaul - AiO.esp
*Grounded.esp
*WorkshopRearranged.esp
*MakeYourOwnSynths.esp
*WorkshopPlus.esp
*THPoses.esp
*XM2010_SniperRifle_by_tooun.esp
*USP .45_by_tooun.esp
*HK_MP5.esp
*AK400.esp
*Toz194.esp
*MWM4.esp
*Glock19x.esp
*Mossberg500.esp
*RU556.esp
*NAC-FarHarbor.esp
*NAC-NukaWorld.esp
*Nuclear weather.esp
*CROSS_Cybernetics.esp
*CROSS_InstituteExpeditionarySuit.esp
*CROSS_CourserStrigidae.esp
*DarkerNightsDetection.esp
*BetterNightVision.esp
*Vivid Weathers - FO4.esp
*DarkerNights.esp
*DarkerNights-NuclearWeather.esp
*Vivid Weathers - FO4 - Far Harbor.esp
*Vivid Weathers - Natural Bright.esp
*Vivid Weathers - Nuka World.esp
*Eli_Accessories.esp
*MiscOutfitPackv2.esp
*Sole Survivor Outffit.esp
*Homemaker - Greenhouse and Bunker Disabler.esp
*Homemaker - Streetlights Use Passive Power.esp
*Homemaker - Unlocked Institute Objects.esp
*SSEX.esp
*AdvBubbleTurretSet-Real.esp
*AlternateFurniture.esp
*AlternateSettlements.esp
*Better Vendor Stalls.esp
*MinutemenPropaganda.esp
*Northland Diggers.esp
*Northland.esp
*Settle-SRR.esp
*Generalofthearmy.esp
*Minutemenoverhaul.esp
*TD_DLC01Workshop_Addons.esp
*NPC Spawner.esp
*SettleObjExpandPack.esp
SettleObjExpandPack-AllLightShadowEnabler.esp
*FO4_Basics.esp
*Beggar_Whore.esp
*Zaz Particles.esp
*indarello_animations.esp
*CumNWealth.esp
*CumNWealth_mutant.esp
*CumOverlays.esp
*Schlong.esp
*Mutated Lust.esp
*Universal Working Bathroom Fixtures (CWSS and DLCs).esp
*Wet Effects.esp
*ErectionFix_SilverPerv.esp
*GCM.esp
*PhotoMode.esp
*M8r_Item_Tags_Vanilla_EN.esp
*M8rDisablePipboyEffects.esp
*NeoX_Katana.esp
*Binoculars.esp
*NAC.esp
*NAC-NW.esp
*NAC-FH.esp
*Atomic Lust.esp
*ZEX-TestPlugin.esp
*BattleTowels.esp
*Eli_Armour_Compendium.esp
*WastelandFashionAccessories.esp
*BarefootFootstepSet.esp
*LooksMenu.esp

 

 

Are you talking about human resources or is just business another mod?

Posted
26 minutes ago, fredfunk said:

When using this mod with Sex attributes which cumflation should I use. Should I disable this mods or Sex Attributes?

 

I leave both enabled, but disable "belly morphs" in SA's MCM so they don't interfere.

Posted
5 hours ago, Dont Tell My Parents said:

 

Are you talking about human resources or is just business another mod?

Just Business as in another mod

 

(this one)

 

Spoiler

 

which now that i look at it, i'm thinking it might be the problem after all

Posted

I want to report a bug. When my character is pregnant for 9 months and gives birth to a child, her AP value still cannot be recovery. The AP is displayed as --, even if I sleep in the game for 20 days. And the AP value before pregnancy is 100,

Even if I remove the pregnant perk, it still doesn't work, but when the character is 5 months pregnant, as long as the AP value is still a number, removing the pregnant perk is work. 

How do I fix this bug?

Posted

So I started working on the mod again.

version

AAF_FamilyPlanningEnhanced v4.010

Added the changes that Morgenrot_68 did *Thank you
General fixes


hopefully I have fixed the instant pregnancy and birth. (but I still cannot get the bug to happen so I don't know)


changes to Birthing Choices
Added three new choices (which has effectively the same effect) and renaming the original "Don't Ask, Don't Tell" to No Baby
1. Infanticide
2. Mutated Reproduction system
3. Phantom Pregnancy

all of these can be cured via Pre-Natal Kits
please note, Phantom Pregnancy and Mutated Reproduction system will stop their pregnancy

 

Pre-Natal Kits has been fixed as well includes the new conditions also it requires a perk of medic to be effective
No Medic Perk = 15%
Medic01 = 25%
Medic02 = 50%
Medic03 = 75%
Medic04 = 100%

 

and finally, I am adding non-growing babies to the births. (because this issue of overpopulation is causing problems with the game)

so this will be a MCM option (which I strongly recommend) *the player will be a seprated choice

also you should be able to use a command to allow them to start growing up (and hopefully it will keep the baby name) *I haven't started this part yet

 

so these babies should have names and will be able to live in cribs but they will not grow up.

 

 

On 7/7/2022 at 4:15 PM, Dont Tell My Parents said:

If you're going to add babies being shot can you please make that a setting and also can you please confirm it can't happen now? That's so scary to think of.

 

I can't seem to figure out how to put them into cribs either.

consider it done

On 7/7/2022 at 5:12 PM, ironpython said:

ok so i looked and the only tab for surrogate options has nothing to do with exiling them... did you mean in the child growth options tab? if so they are all set to "grow up" and thats the only think i see that you speak of.

 

also, what you explained above didnt really answer what i was asking about what do i do with those kids if i want them to grow up. do i leave them in the npc that birthed them and then when they evolve to child are they supposed to just poof into the world?

 

should i use the cribs and let my followers hate the action or something? im just unsire on exactly what to do. sorry if i sound dense on that but i just wanna see the settlements grow lol

 

**edit** ok, so i got the crib thing figured out. before when i was trying to place em it would just drop them on the ground which is why there was a negative reaction. in the crib works fine lol

I will have a look

On 7/7/2022 at 10:15 PM, Shadows581 said:

I'm currently having a problem of Health Regeneration.
My health seems to permanently regenerate for unknown reason. It doesn't heal radiation (good)

I saw a knew perk added to my character named : "10 womens are pregnant but not from me" (Other Mens or Creatures have Impregnated 10 Women but I haven't)
- Give All resistances (+30 resistance).

Weird because i'm playing as a female character and didn't activated any futa options.

 

When I was trying to fix it, I loaded a old save without the perk named above and my health was not regenerated.

Does this perk actually modifie the regeneration of the character ?

Note : I also have the "Astoundingly Awesome 1" perk (Regenerate 1 point of health per minute) but I don't think the problem is here since the regeneration is a LOT bigger and is constant.

Don't have any other perks healing my character.

 

EDIT : It seems that I only regenerate when not in combat.  Not sure anymore if it's because of the perk :/

 

 

I will have a look

On 7/8/2022 at 7:31 AM, Plaguetard2.0 said:

 

The Armor one. I wanted the script attached to the "misc baby" to keep running basically, because ya know, someone else is taking care of the kid so they can still grow up haha. I just was going to drop the armor piece baby in the crib. However, it vanished. I added it back using additem. Little tyke is coming with me to Good Neighbor it would seem.

nope

On 7/8/2022 at 2:12 PM, Dont Tell My Parents said:

 

How are you getting the baby in the crib? Is it any crib or a specific crib?

drop them in front of a crib

On 7/9/2022 at 4:59 AM, ironpython said:

first thing is. doesn't work with bloody or dying babes... walk up to the cribs you can put down in the wasteland dairy category (there's 2 styles and 2 colours so only 4 cribs. 

 

so yeah, walk up to the side of the crib, RIGHT against it, open your pip boy and find the baby in the misc section. choose which one and hit R to drop it and it should just drop right into the crib when you close the pip boy. you may STILL get a rare negative reaction from companions but i found it to be of little impact and its mostly just a comment they'll make. there you go... baby in crib. i have a farm at 2 colonies so far too btw LOL

that is getting fixed in the upcoming version. (it actually requires some complex maths to work (Here is the script to show you)

 

Function PlaceSelfAt(ObjectReference akDestination, float afHeight = 4.0); Dear christ get a good math education folks, it's important in the programming field.
	; All these values found via experimentation with the creation kit. Painstankingly found. Very painful.
	;/ 
	For angles 
	At destAZ = 0   || X = -90 | y = -90 | z = 0
	At destAZ = 45  || X = -90 | y = -45 | z = 0
	At destAZ = 90  || X = -90 | y = 0   | z = 0
	At destAZ = 135 || X = -90 | y = 45  | z = 0
	At destAZ = 180 || X = 90  | y = 90  | z = 180
	At destAZ = 225 || X = 90  | y = 45  | z = 180
	At destAZ = 270 || X = 90  | y = 0   | z = 180
	At destAZ = 305 || X = 90  | y = -45 | z = 180
	/;
	float destAZ = UnsignAngle(akDestination.GetAngleZ()) 
	float xAngle
	float yAngle
	float zAngle
	If destAZ < 180 ; If we're within 0 to less than 180
		xAngle = -90
		yAngle = -90 + destAZ 
		zAngle = 0
	Else ; Otherwise, we're either 180 to less than 360
		xAngle = 90
		yAngle = 270 - destAZ
		zAngle = 180
	EndIf
	;/ 
	For x and y position 
	At destAZ = 0   || X = -16 | y = 0
	At destAZ = 90  || X = 0   | y = 16 
	At destAZ = 180 || X = 16  | y = 0  
	At destAZ = 270 || X = 0   | y = -16  
	/;
	float xChange = akDestination.GetPositionX() + ( -16 * Math.Cos(destAZ) )
	float yChange = akDestination.GetPositionY() + ( 16 * Math.Sin(destAZ) )
	float zChange = akDestination.GetPositionZ() + afHeight
	setPosition(xChange, yChange, zChange)
	setAngle(xAngle, yAngle, zAngle)
EndFunction
Float Function UnsignAngle(float afAngle); Take the angle and put it somewhere between 0 and 360 (Inclusive and exclusive respectively)
	If afAngle <= -360 || afAngle >= 360 ; If we're, oddly enough, >= 360 or we're <= -360, we take our number and put it within the range of > -360 and < 360
		int deltaModulus = (afAngle / 360) as int
		afAngle = afAngle - ( 360 * deltaModulus ) ; remove all the extra amount of angle
	EndIf
	If afAngle < 0 ;Then we check if the angle is negative and make it the positive value
		afAngle += 360
	EndIf
	Return afAngle
EndFunction

 

On 7/9/2022 at 10:59 AM, Sleepy_Soul said:

So running with the latest versions of FPE v4.005 & WDF v3.005. Works well for the most part, aside from the a few things:

 

Bugs:

  - Tested out the breeder virus, though I'm not too sure how fast it enhances both the body growth rate and gestation period of a pregnancy? Player character got to pretty ridiculous sizes from a singlet super mutant pregnancy in comparison to other NPCs without the breeder virus, as you can see! (using CBBE Weightgain body morphs).

(UPDATE 07/10) -- Seems that pregnancies are still advancing super quick after getting the Breeder Perk and removing it via the same syringe. Might be a residual effect attached to the character beyond just the perk?

  Reveal hidden contents

FO4-2.PNG.0b9cf9a3fadf90986a853e2937225545.PNG

 

I recall seeing the code back in FPE v3.4a where it divided the cycle by 1.5 and multiplied the morph power by 1.5, but FPE v4.005 doesn't have the code in the 'fpfp_basepregdata' script. Not sure where this bit of code is now, or if the factors were changed.

 

- Every once in a while when killing raiders, I get a message box asking for confirmation on where to send said raider I just killed. Is this part of WDF's enslavement feature? I have it disabled to 'Nothing' via the MCM in General Option Pg. 2. I don't see any new NPCs appearing at a settlement if I choose one from the list.

  Reveal hidden contents

FO4-1.PNG.f0045b936ad7a90a8501ef1d7fdafe66.PNG

 

 

Suggestions:

- I like the breast milk leaking feature, but it doesn't have much of an incentive to milk yourself/NPC aside from milk resource gathering. Can the leaking perk come with a slight debuff to either a SPECIAL or Action Points / Regen?

 

- Conception and Multiples Calculations. Wondering if both fertility male & female %'s can be tied into increasing the number of offspring conceived? See below for scripty proposal to change the Impregnate Function's formula:

  Reveal hidden contents

Vanilla Formula:

While NumChildren < multiMax && (theDiceResult <= multiChance / NumChildren)   
        NumChildren += 1       
        theDiceResult = Utility.RandomFloat(0.0,100.0)       
    EndWhile

 

So trying to add in straight multipliers to the above variables doesn't really scale well, so rather than modifying that, went with keeping the While loop running if fertility chances are at a high enough level.

 

Modded Formula:

float FertileSum = FPFP_Global_Chance.getValue() ; new variable, same value as conception chance value in TrySpermFrom Function.

 

While NumChildren < multiMax && (theDiceResult <= multiChance / NumChildren)   
        NumChildren += 1       

        if (FertileSum > 100) ; 100 factor can vary, tied to multiChance MCM?
               theDiceResult = ( Utility.RandomFloat(0.0,100.0) ) / 50 ; 50 factor can vary, tied to multiChance MCM?
               FertileSum -= 100 ; 100 factor can vary, tied to multiChance MCM?

        Else

               theDiceResult = Utility.RandomFloat(0.0,100.0)
        endif    
EndWhile

 

So for example, say the original conception chance was 120%. The FertileSum if check will trip and half theDiceResult chance which in turn increases the main While loop's chance to repeat and add another baby. The FertileSum value is reduced each time the if check is tripped, so eventually it will reduce itself out of the if condition, resulting in a normal theDiceResult calculation.

 

Could also put in a similar theDiceResult reduction effect if either party has the Breeder Perk as well.

 

I will look into this

 

Posted
18 hours ago, vaultbait said:

 

I leave both enabled, but disable "belly morphs" in SA's MCM so they don't interfere.

I think my question was a bit unclear I wasn't referring to disabling SA completely. Disabling "belly morphs" in SA is what disables cumflation in SA (no other settings I can see for it) so that's what I have done so it doesn't interfere with FPER's morphs

Posted

omg just when i thought i could play a run through where everything works.... babies no longer spawning from birth...

 

just restarted the game, no problem now getting people preggers (this was the issue on the last restart of game for which i started over again lol) and ive even tested it with the debug stuff and they GET pregnant... but when i use the give birth on them... now nothing :( FML

 

ive reinstalled the mod, ive checked all settings, everything shows that it should be working but alas... nothing :(

 

should i just fully delete the mod out of my folder and try that? (god so much settings are lost lol)

Posted

I should be posting the update on Sunday

 

so I gotten the conversion (between growing and non-growing babies) working-ish (baby names do not work at the moment)

and I will change from an all NPCs system to a faction based system.

 

*please note, there is a known bug involving the timing. (basically it will reset the growth time of the baby when swapped, but there is nothing I can do about it)

 

and maybe fix a bug or two in the meantime.

Posted

Invictusblade, thank you for all your hard work on the mod. if it wasnt for bugthesda and its aversion to allowing mods to be easily integrated, things wouldnt get so frustrating lol

 

this is by far one of the more entertaining mods out there :)

Posted

Thanks for all the work on this mod, I love it.

 

I have run into an issue where

 

1. post partum isnt clearing

2. Character is pregnant with 0 of the known races

 

Not sure what I managed to mess up, but am unable to get pregnant. doesnt seem to be affecting settlers at all. have tried turning post partum off, changing timers... no change to teh status. also tried the MCM for birth, aborting etc.

 

I am wondering if its worth uninstal;ling the mod and reinstalling it. and will doing that affect the 'grown settlers' in the game now?

Posted

@Invictusblade

Hey man, I hope you're feeling better.

 

Btw I've ran into this strange bug sometimes where under my apparel inventory, the "wearable gear " for babies for some reason start popping up in the hundreds and forces the inventory system on FO4 to having to updating and counting the changes in my inventory causing severe lags in FPS.

Posted

I have a question: With the "Adult Harvesting" option in the MCM, there's an option for "Cage the Adult", which to me means you end up putting an NPC in a cage for later use. When I try to cage an NPC, a popup appears telling me "INVB_Wasteland_Zoo is not supported." What does this mean? I don't recall anything during the installation of FPE about a "Wasteland Zoo" option. I'm confused.

Posted

so I have fixed the naming issue, I was having with converting growing babies to nongrowing babies and back again.

(remember this is designed to stop rampart popuation growth, so the default will be nongrowing babies for nearly everyone (this is faction based))

also I found and fix a problem from a much older script. (I doubt anyone actually has used the object that the script was in)

 

so a few more things to do before I update the mod here

 

 

On 7/9/2022 at 11:01 AM, Sleepy_Soul said:

 

I think I ran into a similar problem back in FPE v3.4a; one of the pregnancy books added a perk/magic effect with a pretty op health regen when pregnant.

I will have another look at that (I know it is fairly overpowered)

On 7/9/2022 at 10:52 PM, Shadows581 said:

Interesting. The problem is that my character wasn't pregnant when picking up the book and not now.
And for the book, i've only taken the 2 at Sanctuary (Home)

I will have a look, maybe something else happened

On 7/10/2022 at 12:51 AM, vaultbait said:

 

Without some unreleased patches attached to recent comments in this topic, the current version has a bug which leaves you in its "pregnant" faction after you give birth or abort, which might explain why the effect is still active for you, assuming you got pregnant at some point.

I will try to fix this tomorrow.

On 7/10/2022 at 4:16 PM, Dont Tell My Parents said:

 

That would explain my settler who still looks 9 months pregnant 3 months on. I'm hoping next month she normalises in which case I'll turn post partum off but she's absolutely massive so I'm pretty sure that's not it.

she could be frozen(on purpose) incase the limit has been met

(this might not be a bug)

use the pregnancy checker on her. (it should give a message about the frozen perk)

 

On 7/11/2022 at 5:32 AM, Shadows581 said:

Actually that's seems to be it. My character was pregnant once, give birth earlier. Then Fertile, Infertile ... every perks / effects seems to be bugged.
Other than that, the morph of the pregnancy / months worked as intended, no problem on that.

I will work on the fertility stuff again

 

On 7/11/2022 at 11:41 PM, tcbrianw said:

First of all, thanks for making and maintaining this mod. My question is about babies morphing into ghoul children  after being concived from humans. So far every child in my game has ended up being a ghoul. Is this a bug or a feature? Am I misssing some care item that the NPC mother should be given during the pregnancy. I use Human Resources to so alot of the pregnant females are raiders. Thanks!

not sure, are you sure that the babies were human (because the new name system does make it difficult)

On 7/12/2022 at 6:32 AM, JayRoz said:

Hello. I am getting a bug where I sometimes return to a settlement to check up on pregnant settlers only to see "Blank isn't pregnant right now...has really serious issues...might do something bad to a baby". I was thinking it's a post partum effect but this happens on npcs that have never been pregnant before and mostly between 1-4 months. Please help and thanks for this mod :). 

I will have a look

 

On 7/13/2022 at 12:45 AM, busterdude said:

how do i stop adults from disappearing win grow from a child to adult ???

depends on MCM settings

because of the biggest problems with this mod is that I made content that can appear to be buggy but not actually (you might be exiling children, I don't know)

 

On 7/14/2022 at 2:03 AM, YoooMan said:

I want to report a bug. When my character is pregnant for 9 months and gives birth to a child, her AP value still cannot be recovery. The AP is displayed as --, even if I sleep in the game for 20 days. And the AP value before pregnancy is 100,

Even if I remove the pregnant perk, it still doesn't work, but when the character is 5 months pregnant, as long as the AP value is still a number, removing the pregnant perk is work. 

How do I fix this bug?

I will have a look

22 hours ago, ironpython said:

omg just when i thought i could play a run through where everything works.... babies no longer spawning from birth...

 

just restarted the game, no problem now getting people preggers (this was the issue on the last restart of game for which i started over again lol) and ive even tested it with the debug stuff and they GET pregnant... but when i use the give birth on them... now nothing :( FML

 

ive reinstalled the mod, ive checked all settings, everything shows that it should be working but alas... nothing :(

 

should i just fully delete the mod out of my folder and try that? (god so much settings are lost lol)

depends on MCM settings

because of the biggest problems with this mod is that I made content that can appear to be buggy but not actually (there is birth viability or birthing perks(that govern outcomes), I don't know)

 

21 hours ago, ironpython said:

Invictusblade, thank you for all your hard work on the mod. if it wasnt for bugthesda and its aversion to allowing mods to be easily integrated, things wouldnt get so frustrating lol

 

this is by far one of the more entertaining mods out there :)

thank you, personally I am still surprise that the mod is somewhat working. and doesn't cause CTD's all of the time

 

20 hours ago, Dont Tell My Parents said:

Thanks for the hard work!! Any plans to make pregnancy continue for the Human Resource enslavement mod?

no, I don't think so, at least I haven't made any plans

20 hours ago, rkd13a said:

Thanks for all the work on this mod, I love it.

 

I have run into an issue where

 

1. post partum isnt clearing

2. Character is pregnant with 0 of the known races

 

Not sure what I managed to mess up, but am unable to get pregnant. doesnt seem to be affecting settlers at all. have tried turning post partum off, changing timers... no change to teh status. also tried the MCM for birth, aborting etc.

 

I am wondering if its worth uninstal;ling the mod and reinstalling it. and will doing that affect the 'grown settlers' in the game now?

I will have a look

9 hours ago, gloo84 said:

@Invictusblade

Hey man, I hope you're feeling better.

 

Btw I've ran into this strange bug sometimes where under my apparel inventory, the "wearable gear " for babies for some reason start popping up in the hundreds and forces the inventory system on FO4 to having to updating and counting the changes in my inventory causing severe lags in FPS.

that's a first, never seen that issue before. (I will have a look)

6 hours ago, Agent_Smith said:

I have a question: With the "Adult Harvesting" option in the MCM, there's an option for "Cage the Adult", which to me means you end up putting an NPC in a cage for later use. When I try to cage an NPC, a popup appears telling me "INVB_Wasteland_Zoo is not supported." What does this mean? I don't recall anything during the installation of FPE about a "Wasteland Zoo" option. I'm confused.

so I have added beacons which allow you to summon NPCs to the game, they are better used in the Enslavement mod.

but one of the performance attempts was to reduce the number of adults in the game.

 

the main reason why Offspring is required is because that mod has the gendered beacons while FPE has unisex beacons so it is possible to cage a female and then summon a male.

Posted
On 7/5/2022 at 12:23 PM, vaultbait said:

Not quite related, but I've been working on a breeding captive scenario/location mod, and for convenience one of the unique NPCs is in the DialogueDoctorsFaction so that the player can get obstetrics checkups. However, it would be really cool if there were a keyword I could add via script to cause that NPC not to offer abortions, or to at least increase the speech challenge difficulty for free abortions.

 

I think I've found a suitable workaround. I'm going to place a trigger box around where the "doctor" NPC's package tells her to stand, and then add an on-enter script for the player that forcibly stops the FPFP_Abort quest. That seems to be what the abortion dialogue uses to decide whether it's still safe to abort the fetus, so should result in her responding with the "it's not safe to have an abortion" topic no matter how early in a pregnancy you are. Since this part is basically unchanged from the FPE mod, it should be a compatible solution for users of either one.

 

On 7/5/2022 at 12:23 PM, vaultbait said:

Also, I haven't looked closely at the FPE(R) scripts yet, but what's the cleanest way for a script to restore fetal health and radiation damage like Stimpaks and RadAway do (but without the side effects of healing the character's own health and radiation damage)?

 

I ended up doing it this way, and it seems to work great (should also be compatible with original FPE):

 

Scriptname Example_HealBaby extends ObjectReference Const
Event OnActivate(ObjectReference akActionRef)
    If (akActionRef == Game.GetPlayer() as ObjectReference)
        If Game.IsPluginInstalled("FP_FamilyPlanningEnhanced.esp")
            Quest FPE = Game.GetFormFromFile(0x00000F99, "FP_FamilyPlanningEnhanced.esp") as Quest
            ScriptObject fpe_script =  FPE.CastAs("FPFP_Player_Script")
            var[] Subcommand = new var[2]
            Subcommand[1] = None
            Subcommand[0] = "FullyHealBaby"
            fpe_script.CallFunction("CallPlayerFunction", Subcommand)
        EndIf
    EndIf
EndEvent

 

Posted

hey just saw your reply to my issue and ive still not had the baby spawns happening, just restarted yet again so we will see as ack-ack is due to birth triplets very soon lol.

 

the issue i was having (and i have all birth options set to what i want and it still wasnt working i triple checked there was nothing cauing them to not be there) was i would get the message of the birth and almost immediately go to that NPC and they only had the items in their inventory that i put there. no babe and not even the auto spawned baby bag :(. hoping it works this time

 

was also gonna mention i think the reasons im having rare CTD's lately (used to get em 1 every 2 hours) was due to a mod i just discovered called "buffout". it has a TON of fixes and since installing that, ive crashed a total of 4 times in the past month... either way i am happy as hell with the mods ive found here and its made my "must have" lists for a lot of em going forward

Posted

I did check her and she says she's not pregnant but healthy and happy to raise a child. The pop limit is not reached I'm sure of that.

 

I downloaded HR because you said that would allow me to take pregnant raiders to my settlement to ensure the kids grew up safely...if the pregnancy is dropped then that can't happen so I'm really hoping you will consider it if possible :D.

Posted

Hey I need help with the baby. When the companion gives birth, it says she gave birth but the baby's not there, like it disappears, not in inventory or anything, even though the pregnancy trait was set to nothing(normal)

Posted

it may take a bit longer for the update (Around Tuesday), I didn't really do any work yesterday.

 

so I think I explained it before but I adding an option to allow or deny growing babies to be born. and it is now faction based.

 

so you can deny Raiders from having growable babies

while allowing settlers to have them.

Posted

Now I have a lot of questions. If you deny raiders growable babies and you kill one:

 

1. Can you get the baby from their inventory?

2. Can you still find them "dropped" on the ground? (that was one of the birth options)

3. Can you still get them with the medic perk from their mums body?

4. Most importantly....after you pick up a dropped baby, take one from inventory/body, have one born from HR, etc....does the baby change to your faction?

5. If you have growable babies on your faction (and if needed other faction) and take the baby home, will the baby grow up to be of the other faction in the end anyway? 

6. If you have growable babies (and don't take it home) does the baby raider grow into a raider or what happens? Can you meet them one day and invite them to a settlement? Do they wander around as kids? Do they integrate with that raider children mod at that point?

 

I've gotten 2 birth notifications I have to go check out I'm expecting to find an abandoned baby.....so now I'm a bit worried I'm adopting a lion cub lol.

Posted
9 hours ago, Dont Tell My Parents said:

Now I have a lot of questions. If you deny raiders growable babies and you kill one:

 

1. Can you get the baby from their inventory?

2. Can you still find them "dropped" on the ground? (that was one of the birth options)

3. Can you still get them with the medic perk from their mums body?

4. Most importantly....after you pick up a dropped baby, take one from inventory/body, have one born from HR, etc....does the baby change to your faction?

5. If you have growable babies on your faction (and if needed other faction) and take the baby home, will the baby grow up to be of the other faction in the end anyway? 

6. If you have growable babies (and don't take it home) does the baby raider grow into a raider or what happens? Can you meet them one day and invite them to a settlement? Do they wander around as kids? Do they integrate with that raider children mod at that point?

 

I've gotten 2 birth notifications I have to go check out I'm expecting to find an abandoned baby.....so now I'm a bit worried I'm adopting a lion cub lol.

1. yes

2. yes (however I should try to fix this)

3. yes

4. no (I should make a change or two because of the baby naming because it was easier when it was angry baby or junkie baby)

 

5-6. so I should explain what I did.

a. I duplicated nearly all of the growable babies and gave them a suffix of _NG so BabyAsian to BabyAsian_NG

b. then I made a script to swap BabyAsian to BabyAsian_NG or BabyAsian_NG to BabyAsian when commanded.

c. if the baby(either) has a name then when it is swapped then the new baby(either) has the name.

 

there is a couple of bugs (minor at the moment)

1. there is a double messaging issue. basically if you drop the growing baby (you will get the "This baby will now be brought up by the people at Bah") but the baby will get deleted soon after.

2. the timer will be reset.

 

so I defaulted everyone (except the player and companions) to birth nongrowing babies. (there is a new MCM page with all of the options)

Posted

Why do you need to fix "dropping"....it does what it says? :D I selected it so I would find dropped babies and get to rescue them lol. Hopefully they cry so I can find them.

 

I don't think we're on the same page with 5 and 6...I meant in non technical player perspective terms, I wasn't talking about their names but I guess that is very helpful to know! What I meant was raider baby as in baby of the raider faction....so if Raider A births Baby A, then it's taken and dropped at a settlement.....would Baby A become a settler or would they grow up into a raider and the settlers would attack it (or it would vanish to go be a raider)?

 

If I don't take Baby A, would it grow into a settler or a raider if it's growable? If raider A has Baby A and it grows into a child is it a raider child or a raider, or one of the raider kids from "raider children" mod, or is it some wandering settler we can meet on our journeys and send to a settlement (like those random encounters)? Does it vanish? What happens? :)

 

I hope that explains what I meant a bit clearer, sorry for the confusion!

Posted

Hi, having trouble with getting the mod to work properly. Switched over to fusion girl from CBBE, have installed and uninstalled bodyslide, CBBE, and Fusion girl, as well as this mod a few times, have tried with different variants of things disabled, etc. But no expansion, have all the required mods, and believe that I have installed them correctly. Currently mod is disabled, and a new game that has never had the mod used is giving a message that the mod save may be corrupted (despite it not even being present). I am using Vortex, so unsure if it is putting things in the wrong spot or something else.

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