Jump to content

AAF Family Planning Enhanced Redux


Recommended Posts

Posted
1 hour ago, lee3310 said:

On the front page:

Im playing with bodygen enabled and i'm always fiddling with BodySlide and O.S to fix some armor/clothes clipping.

 

It's worth noting that LooksMenu has a feature to label morphs, so that a mod can find those it has set and alter or undo them, without interfering with morphs other mods may be applying for the same sliders.

Posted
1 hour ago, vaultbait said:

 

It's worth noting that LooksMenu has a feature to label morphs, so that a mod can find those it has set and alter or undo them, without interfering with morphs other mods may be applying for the same sliders.

Sorry bro but you have to give me more explanation: "label morphs" like saving the sliders values for a given actor and reapplying them on game load?

Posted (edited)
2 hours ago, lee3310 said:

Sorry bro but you have to give me more explanation: "label morphs" like saving the sliders values for a given actor and reapplying them on game load?

 

I think the BodyGen API calls it keyword morphs, but they're sort of namespaces for the morph values so that mods don't end up changing each other's applied morph values. If you dig BodyGen.psc out of the LooksMenu BA2, you'll see the basic interface. You define a keyword in your plugin and then apply that in SetMorph, GetMorph, or RemoveMorphsByKeyword. There's also a GetMorphs function you can use to fetch a list of the ones in use in case you want to filter by or iterate through them.

 

Edit: Browsing through the FPE and FPER sources, it looks like the BodyGen function calls in FPFP_BasePregData.psc already apply a FPFP_Keyword with their morphs, so in theory this should prevent them from competing with morphs added by other mods. That said, it's not entirely clear to me what's going on in GetOriginalMorphs and why the last morph keyword is being taken rather than looking for FPFP_Keyword instead.

 

Another possibility for the problem, which came up a few months ago in the RMR support thread, is that a keyword morph bug was fixed in a fairly recent version of LooksMenu, more recent than what The Fucking Manual tells people they should use, so it's possible missing morph effects people have been observing have to do with using older LooksMenu.

Edited by vaultbait
Posted

Hi, I'm completely new to fallout modding, and I'm having a problem with the pregnancy in this. I even used the debug command in the mcm to try and get myself impregnated but its saying it failed, How do I go about fixing it?

 

Posted (edited)
11 hours ago, vaultbait said:

 

When doing that, can you also make sure that new addition of fertility cancels any current infertility too? I have a soft integration into FPE/FPER calling the MakeFertile subcommand for CPF (some super mutants are lacing the stew they provide for their breeding slaves with fertility drugs, so I call that in a script from the activator that feeds you), and I've noticed overlapping fertility and infertility perks during playtesting with the current patched FPER.

ok so it is a single script now

 

thinking about your mod requirements, I will make some changes (should be simple enough)

 

so hopefully this will fix the overlapping issues (and hopefully the actorvalue aspect works as intended(haven't tested it yet, I did it late last night))

 

script in spoiler

Spoiler

 

Scriptname FPE_Fertility extends activemagiceffect

Actor Property PlayerREF Auto Const Mandatory
int Property int_Multi = 1 Auto Const
Bool property bool_Quest = false Auto Const
Bool property bool_End = false Auto Const
Perk Property WLD_Perk_Infertile Auto Const Mandatory
Perk Property WLD_Perk_Fertile_Forever Auto Const Mandatory
Perk Property WLD_Perk_Fertile_Both Auto Const Mandatory
Perk Property WLD_Perk_Fertile_Female Auto Const Mandatory
Perk Property WLD_Perk_Fertile_Male Auto Const Mandatory
Perk Property WLD_Perk_Sterile Auto Const Mandatory
GlobalVariable property FPFP_Global_MaleToMaleCum Auto Const Mandatory
GlobalVariable property FPFP_Global_Fertile_Length Auto Const Mandatory
GlobalVariable property FPFP_Global_FemaleToFemaleCum Auto Const Mandatory
GlobalVariable property FPFP_Global_Infertile_Toggle Auto Const Mandatory
ActorValue Property FPFP_AV_ActiveFertility Auto Const
float ActorValue_ActiveFertility

Event OnEffectStart(Actor akTarget, Actor akCaster)
	if bool_Quest == false
		akTarget = GetActorUnderCrosshairs()
	endif
	ActorValue_ActiveFertility = akTarget.GetValue(FPFP_AV_ActiveFertility)
	if bool_End == true && !akTarget.HasPerk(WLD_Perk_Fertile_Forever) && akTarget.GetValue(FPFP_AV_ActiveFertility) == 1
		akTarget.SetValue(FPFP_AV_ActiveFertility, ActorValue_ActiveFertility - 1)
		if akTarget.HasPerk(WLD_Perk_Fertile_Both) 
			akTarget.removeperk(WLD_Perk_Fertile_Both)
		elseif akTarget.HasPerk(WLD_Perk_Fertile_Female)
			akTarget.removeperk(WLD_Perk_Fertile_Female)
		elseif akTarget.HasPerk(WLD_Perk_Fertile_Male)
			akTarget.removeperk(WLD_Perk_Fertile_Male)
		endif
		if FPFP_Global_Infertile_Toggle.GetValue() == 1
			akTarget.addperk(WLD_Perk_Infertile)
			Debug.Notification(akTarget.GetLeveledActorBase().GetName()+" is experiencing some post-pregnancy Infertility")
			Self.Fertility_Action(akTarget)
		endif
	elseif akTarget.GetValue(FPFP_AV_ActiveFertility) == 0
		akTarget.SetValue(FPFP_AV_ActiveFertility, ActorValue_ActiveFertility + 1)
		if akTarget.HasPerk(WLD_Perk_Sterile)
			;Nothing here
		elseif akTarget.HasPerk(WLD_Perk_Infertile)
				Self.Fertility_Action(akTarget)
		elseif !akTarget.HasPerk(WLD_Perk_Fertile_Both) && !akTarget.HasPerk(WLD_Perk_Fertile_Female) && !akTarget.HasPerk(WLD_Perk_Fertile_Male) && !akTarget.HasPerk(WLD_Perk_Fertile_Forever) 
			if akTarget.GetLeveledActorBase().GetSex() == 0 && FPFP_Global_MaleToMaleCum.GetValue() == 1;Male
				akTarget.addPerk(WLD_Perk_Fertile_Both)
				Debug.Notification(akTarget.GetLeveledActorBase().GetName()+" is much more likely to get pregnant, as well as get others pregnant.")
				Self.Fertility_Action(akTarget)
			elseif akTarget.GetLeveledActorBase().GetSex() == 1 && FPFP_Global_FemaleToFemaleCum.GetValue() == 1 ;Female
				akTarget.addPerk(WLD_Perk_Fertile_Both)
				Debug.Notification(akTarget.GetLeveledActorBase().GetName()+" is much more likely to get pregnant, as well as get others pregnant.")
				Self.Fertility_Action(akTarget)
			elseif akTarget.GetLeveledActorBase().GetSex() == 0 ;Male
				akTarget.addPerk(WLD_Perk_Fertile_Male)
				Debug.Notification(akTarget.GetLeveledActorBase().GetName()+" is much more likely to get others pregnant.")
				Self.Fertility_Action(akTarget)
			elseif akTarget.GetLeveledActorBase().GetSex() == 1 ;Female
				akTarget.addPerk(WLD_Perk_Fertile_Female)
				Debug.Notification(akTarget.GetLeveledActorBase().GetName()+" is much more likely to get pregnant.")
				Self.Fertility_Action(akTarget)
			endif
		endif
	else
		Debug.Notification(akTarget.GetLeveledActorBase().GetName()+" is already under the effects of Fertility.")
	endif
EndEvent

Function Fertility_Action(actor akTarget)
	Utility.WaitGameTime(FPFP_Global_Fertile_Length.getvalue() * int_Multi)
	ActorValue_ActiveFertility = akTarget.GetValue(FPFP_AV_ActiveFertility)	
	if FPFP_Global_Infertile_Toggle.GetValue() == 1	
		if akTarget.HasPerk(WLD_Perk_Fertile_Both)
			akTarget.removeperk(WLD_Perk_Fertile_Both)
			Debug.Notification(akTarget.GetLeveledActorBase().GetName()+" is experiencing some Infertility")
			akTarget.addperk(WLD_Perk_Infertile)
			Fertility_Action(akTarget)
		elseif akTarget.HasPerk(WLD_Perk_Fertile_Female)	
			akTarget.removeperk(WLD_Perk_Fertile_Female)
			Debug.Notification(akTarget.GetLeveledActorBase().GetName()+" is experiencing some Infertility")
			akTarget.addperk(WLD_Perk_Infertile)
			Fertility_Action(akTarget)
		elseif akTarget.HasPerk(WLD_Perk_Fertile_Male)	
			akTarget.removeperk(WLD_Perk_Fertile_Male)
			Debug.Notification(akTarget.GetLeveledActorBase().GetName()+" is experiencing some Infertility")
			akTarget.addperk(WLD_Perk_Infertile)
			Fertility_Action(akTarget)
		elseif akTarget.HasPerk(WLD_Perk_Infertile)
			Debug.Notification(akTarget.GetLeveledActorBase().GetName()+"'a fertility level is back to normal")
			akTarget.removeperk(WLD_Perk_Infertile)
			akTarget.SetValue(FPFP_AV_ActiveFertility, ActorValue_ActiveFertility - 1)
		endif
	else
		if akTarget.HasPerk(WLD_Perk_Fertile_Both) 
			akTarget.removeperk(WLD_Perk_Fertile_Both)
		elseif akTarget.HasPerk(WLD_Perk_Fertile_Female)
			akTarget.removeperk(WLD_Perk_Fertile_Female)
		elseif akTarget.HasPerk(WLD_Perk_Fertile_Male)
			akTarget.removeperk(WLD_Perk_Fertile_Male)
		elseif akTarget.HasPerk(WLD_Perk_Infertile)
			akTarget.removeperk(WLD_Perk_Infertile)
		endif
	endif	
EndFunction	

Actor Function GetActorUnderCrosshairs()
	Actor ScannedActor = LL_FourPlay.LastCrossHairActor()
	If ScannedActor == NONE && ScannedActor.GetDistance(PlayerRef) > 256.000
		return NONE
	elseIf ScannedActor == NONE && ScannedActor.GetDistance(PlayerRef) < 256.000
		return PlayerREF
	EndIf
	Return ScannedActor
EndFunction

 

 

Edited by Invictusblade
Posted
9 minutes ago, Invictusblade said:

ok so it is a single script now

 

thinking about your mod requirements, I will make some changes (should be simple enough)

 

so hopefully this will fix the overlapping issues (and hopefully the actorvalue aspect works as intended(haven't tested it yet, I did it late last night))

 

script in spoiler

 

Thanks! Skimming that, I think I get it, but odds are you'll have the release up before I have time to test that snippet anyway. Will definitely give it a try in the next day or two and let you know how it's working though.

Posted

I will release the mod tomorrow because making the new foods is taking a bit more time than I was expecting.

 

also I will have all day tomorrow to work on the mod (FPE is nearly finished(Food above) but I need to work on WDF)

 

 

Posted
1 hour ago, creetiner said:

Am i missing something or do the creature feature's not make the player spawn another monster ? 

 

like egg's or mini death claws e/c 

 

You need to use Wasteland Dairy Framework and enable Wasteland Offspring during installation. Did you?

Posted (edited)
48 minutes ago, vaultbait said:

 

You need to use Wasteland Dairy Framework and enable Wasteland Offspring during installation. Did you?

 

either i was blind at the time and i missed it but i will look again an update my post - thanks for the notice 

Edited by creetiner
Posted

Now I am confused by the above posts. Is Wasteland Dairy required for this mod to work? I'm having all kinds of trouble lately; in my hubris I did not listen to mod author telling me to wait for the update and have tried to make this version work. Granted I am having trouble making AAF work, let alone this mod and I cannot figure out what I am doing wrong on anything.

Posted
4 minutes ago, Bellylvr said:

Now I am confused by the above posts. Is Wasteland Dairy required for this mod to work? I'm having all kinds of trouble lately; in my hubris I did not listen to mod author telling me to wait for the update and have tried to make this version work. Granted I am having trouble making AAF work, let alone this mod and I cannot figure out what I am doing wrong on anything.

 

If you want to stick to human pregnancies, you can use this mod without WDF. There are, however, some significant functionality bugs in the most recent version which are resolved by patches other users have supplied in discussion comment attachments over the past month or so.

Posted

For the future it would be nice is player patches were added to the mods file section. That's the first place I check when looking for fixes and identifying patches in a stream of forum posts is often very difficult and not all of us are savvy enough to understand how to do it.

 

It could just be uploaded as sameversion_tempfix_problemdesc and we can install that :).

Posted

I should finally be posting the update today sometime

 

I just need to fix a final bug or two

1. Pregnancy Craving selector seems to only like the first 7 cravings (I haven't seen the 8-14 yet) *I will test with a new game

2. final tweaks on the random Pregnancy actorvalue (haven't got a name for it yet)

 

6 hours ago, Bellylvr said:

Now I am confused by the above posts. Is Wasteland Dairy required for this mod to work? I'm having all kinds of trouble lately; in my hubris I did not listen to mod author telling me to wait for the update and have tried to make this version work. Granted I am having trouble making AAF work, let alone this mod and I cannot figure out what I am doing wrong on anything.

 

 

5 hours ago, vaultbait said:

 

If you want to stick to human pregnancies, you can use this mod without WDF. There are, however, some significant functionality bugs in the most recent version which are resolved by patches other users have supplied in discussion comment attachments over the past month or so.

 

34 minutes ago, Dont Tell My Parents said:

For the future it would be nice is player patches were added to the mods file section. That's the first place I check when looking for fixes and identifying patches in a stream of forum posts is often very difficult and not all of us are savvy enough to understand how to do it.

 

It could just be uploaded as sameversion_tempfix_problemdesc and we can install that :).

 

the upcoming update will contain those fixes (and fixes for those fixes. (there was a message issue with one of them))

Posted (edited)

Hopefully I didn't mess anything up

 

v4.010

Added the changes that Morgenrot_68 did *Thank you
General fixes
Added Gift Delays
hopefully the fix to the instant pregnancy and birth is working
Added NonGrowable Babies (with commands to toggle) with option for Growing Babies, NonGrowing Babies, Dead Babies and No Babies

update-> I forgot to mention that I redid the fertility and lactation scripts so they operate in a similar method. (hopefully they will work for others)
a single Load Screen (more to come)

 

Birthing Choices changes
Added three new choices (which has effectively the same effect)
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%

 

Pregnancy Craving

every once in a while, a pregnant woman will get a craving for a particular food

01. InstaMash + Bloatfly = BloatFly Haggis
02. Mac and Cheese + Tarberry = Mac and Tar
03. Cram + Razorgrain = Battered Cram
04. Salisbury Steak + Sugar Bombs = Sugary Steak
05. Pork n Beans + Mirelurk Egg = SeaPig n Beans
06. Potato Crisps + Dog Food = Crisps with chunky Dip
07. Nukacola + Melon = Nuclear Melon smash
08. Sugar bombs + Cream = Nostalgia.
09. Sugar Bombs + Nuka Quantum = Sugar High.
10. Brain fungus + gulper slurry = Brain Food
11. Cat meat + carrot = Forbidden steak
12. Iguana bits + squirrel stick = Stick People
13. Canned Dogfood + Ground Molerat = Barf and Bits
14. Yum Yum Deviled Eggs + Stingwing meat = Angel Egg Omelette

Edited by Invictusblade
Posted
7 hours ago, Dont Tell My Parents said:

For the future it would be nice is player patches were added to the mods file section. That's the first place I check when looking for fixes and identifying patches in a stream of forum posts is often very difficult and not all of us are savvy enough to understand how to do it.

 

It could just be uploaded as sameversion_tempfix_problemdesc and we can install that :).

 

Random users can't upload patches to the mod's file page, and the author was on a break otherwise there would have just been fixed releases sooner. What precisely is the suggestion? That the site should allow anyone to add patches on the file page, or that the author shouldn't take modding breaks?

Posted

Just started using this mod 2 days ago, and finally got around to reading some of the information on the first post. Is there going to be a cure for the STD's added at some point? I have gotten a couple notifications that my character has been infected with something, but I haven't noticed any changes, and there is nothing in my perk menu or status effects mentioning anything, so I don't think I've actually gotten anything serious, but.....

 

would be nice to know if the STD effects will be removable at some point.

Posted

First of all, thank you for your work and support of this mod. The question is whether the bug described on page 76 has been fixed. Personally, version 4.005 even worked incorrectly with the fix. Piper had a trigger and a dialogue started, the gates to Diamond City opened and that was the end of it. Piper and the mayor did not react to the actions.

Posted
5 hours ago, Invictusblade said:

Hopefully I didn't mess anything up

 

v4.010

I'll give it a go again on a new game and let you know if the weird morphs/huge belly/no doctors issue I reported a while back is resolved or not.  I hope it does because I love so many of the features & upgrades over Ego's FPE but it's just never quite worked for me.  Fingers crossed!!

Posted
36 minutes ago, vaultbait said:

 

Random users can't upload patches to the mod's file page, and the author was on a break otherwise there would have just been fixed releases sooner. What precisely is the suggestion? That the site should allow anyone to add patches on the file page, or that the author shouldn't take modding breaks?

I did the same when I made some BA2's for Boston Breeders, a couple of years ago. they were lost in the thread somewhere

and same with the early versions of my impregnation mods (it wasn't WDF at the time)

 

well at least I got back into the swing of modding.

 

I think the update won't cause any problems (but there might be some teething issues with fertility and lactation)

and I did have an issue with half of the pregnancy cravings not showing up. (but that will be a problem for the future when I add more)

Posted
34 minutes ago, IBAGadget said:

Just started using this mod 2 days ago, and finally got around to reading some of the information on the first post. Is there going to be a cure for the STD's added at some point? I have gotten a couple notifications that my character has been infected with something, but I haven't noticed any changes, and there is nothing in my perk menu or status effects mentioning anything, so I don't think I've actually gotten anything serious, but.....

 

would be nice to know if the STD effects will be removable at some point.

have you found any of the Advanced STD Treatment's, they should do the trick

 

19 minutes ago, necol said:

First of all, thank you for your work and support of this mod. The question is whether the bug described on page 76 has been fixed. Personally, version 4.005 even worked incorrectly with the fix. Piper had a trigger and a dialogue started, the gates to Diamond City opened and that was the end of it. Piper and the mayor did not react to the actions.

I fixed all of that (I think) but you would have to start a new game.

 

1 minute ago, RileyAP said:

I'll give it a go again on a new game and let you know if the weird morphs/huge belly/no doctors issue I reported a while back is resolved or not.  I hope it does because I love so many of the features & upgrades over Ego's FPE but it's just never quite worked for me.  Fingers crossed!!

I have added a lot of options, maybe something got twisted and went wrong

Posted

Thank you so much for the update Invictusblade!! So excited to try it out :D.

 

 

3 hours ago, vaultbait said:

 

Random users can't upload patches to the mod's file page, and the author was on a break otherwise there would have just been fixed releases sooner. What precisely is the suggestion? That the site should allow anyone to add patches on the file page, or that the author shouldn't take modding breaks?

 

I know that and of course wouldn't suggest that anyone can upload files or that they can't take breaks, I don't know why you'd think I'd even suggest that  :(

 

I was just thinking that if a mod author accepts someones patch they might consider adding it to the files so people with the issue can find it and hopefully bother them less in topic. Also some of us don't know how to apply the patch so if it's uploaded as an optional replacement file it might reduce the number of responses and requests for help in topic, which means less to go through when back from the break and that's also a lot nicer to have. I thought it was a win win for everyone. :) 

Posted
34 minutes ago, Dont Tell My Parents said:

I was just thinking that if a mod author accepts someones patch they might consider adding it to the files so people with the issue can find it and hopefully bother them less in topic. Also some of us don't know how to apply the patch so if it's uploaded as an optional replacement file it might reduce the number of responses and requests for help in topic, which means less to go through when back from the break and that's also a lot nicer to have. I thought it was a win win for everyone. :) 

 

And while it might seem like a good idea, keep in mind that every moment spent by the mod author doing that is taking away from their (often quite limited) time to work on integrating those patches and readying the next release. That means making patches easier to find comes at the cost of some additional delay to the availability of a fixed version of the mod.

Posted

At the same state I was at before the new update, using debug to impregnate a character to test belly growth/function, and getting nothing. I am putting this more to AAF though not this mod. I cannot get AAF to work at all, and have tried using the guide provided by AAF for install and nothing. Any ideas or suggestions?

Posted
4 hours ago, Bellylvr said:

At the same state I was at before the new update, using debug to impregnate a character to test belly growth/function, and getting nothing. I am putting this more to AAF though not this mod. I cannot get AAF to work at all, and have tried using the guide provided by AAF for install and nothing. Any ideas or suggestions?

 

The debug option to force pregnancy on an NPC should have nothing whatsoever to do with AAF, though if you're not even able to get AAF working then this mod probably isn't going to do you much good. I strongly recommend troubleshooting your AAF install first (run AAF_GFV.exe to see if it reports any problems, check your F4SE/Papyrus/AAF logs, ask for help in the AAF Discord, and so on).

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...