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Posted
10 hours ago, Omegaisotrump2 said:

I am having issues with the morphs not working. 
I am 100% sure i am doing this all wrong.

 

Could you explain how i am supposed to implement the custom morphs?

 

Nothing needs to be done with custom morphs settings. The belly should work if preparations steps using Bodyslide Studio were done right. Hard to say what could be wrong without further information.

 

One thing to note. Because of the womb size leveling system, early pregnancies are small. You won’t see much of a change if the character is already rocking ample proportions.

Posted
7 hours ago, Alfakentauri said:

 

Nothing needs to be done with custom morphs settings. The belly should work if preparations steps using Bodyslide Studio were done right. Hard to say what could be wrong without further information.

 

One thing to note. Because of the womb size leveling system, early pregnancies are small. You won’t see much of a change if the character is already rocking ample proportions.

Has anyone else had issues with the morphs? Is there a guide of some sort?

Posted
15 hours ago, Omegaisotrump2 said:

Has anyone else had issues with the morphs? Is there a guide of some sort?

 

Plenty of videos on Youtube about running Bodyslide Studio, but they won’t help if the problem is related to something else. Good starting point would be to check if the Looksmenu version installed is meant for your game version.

Posted
On 8/7/2024 at 9:48 PM, Omegaisotrump2 said:

Has anyone else had issues with the morphs? Is there a guide of some sort?


I'd suggest checking the game version you are using to the version of LooksMenu you've installed! If you have game version 1.10.163, the newest version of LM is not going to work properly. 

Other than that, check for .tri files after you built your meshes. If the file of the clothing/armor you want to see change doesn't have a .tri variation in the created files, then you have done something wrong, or aren't using compatible armor mods. In that case, just look for bodyslide compatible versions of the mod, or compatibility patches.

Posted

Hello, I have a suggestion: 

The size of the egg should influence the time needed or the attempts required for the laying process! This would incentivize the player to seek out ways to get to a safe place and/or avoid combat, if the egg is too big to get rid of quickly, or to try and get pregnant with a different kind if set to continuous. For as it stands, radroach eggs are more of a concern gameplay-wise, than having to lay deathclaw eggs, because radroach eggs are usually multiple lays and there is no difference in the speed at which one lays individual eggs(except for perhaps if you spam the button, but that's just cheating...)

Other than this, I have had no trouble with the mod, it works exceptionally well! Good stuff.

Posted
12 hours ago, Coolaboi said:

The size of the egg should influence the time needed or the attempts required for the laying process! This would incentivize the player to seek out ways to get to a safe place and/or avoid combat, if the egg is too big to get rid of quickly, or to try and get pregnant with a different kind if set to continuous. For as it stands, radroach eggs are more of a concern gameplay-wise, than having to lay deathclaw eggs, because radroach eggs are usually multiple lays and there is no difference in the speed at which one lays individual eggs(except for perhaps if you spam the button, but that's just cheating...)

 

That’s something to consider. Pushing/frustration sounds when it fails would sell it. Thanks for the idea!

Posted
10 hours ago, skredram said:

Are there any birth animations like the egg laying from Skyrim?

 

It's just the standard EggFactory crouching or a quickly idle when egg(s) come out. I haven't had the chance to play Skyrim in years, so I'm not exactly sure how the OAR stuff works. In any case, no such common resources for FO4.

Posted
On 8/12/2024 at 2:32 PM, Alfakentauri said:

 

That’s something to consider. Pushing/frustration sounds when it fails would sell it. Thanks for the idea!

 

Or maybe the sounds could be much more painful?

After all these things are huge and rigid.

Posted
5 hours ago, katrina.balanchuk said:

 

Or maybe the sounds could be much more painful?

After all these things are huge and rigid.

 

Or maybe some profanity? We’ll see.

 

The huge size of some of the eggs is a bit problematic, but on the other hand, tiny deathclaw eggs would look awfully silly. I’ve been thinking about adding open/close  of exit routes as an option for some wholesome ogling, but giant eggs kind of defeat the purpose. 

Posted
9 minutes ago, Alfakentauri said:

 

Or maybe some profanity? We’ll see.

 

Not speaking for anyone but myself:

 

Not too profane please.

People put so much profanity these days into situations where the person would say something different.

I belive only if the charatcer was poorly raised in low socioeconomic class  ( not likely in a 1950s style upbrining and her being a lawyer) would she resort to profanity.

But pain noises would be immersive I think.

 

Posted

im having some issues with the mod
it says that my f4se isnt detected but i have been using the game with it. Says "F4SE isn't detected. Mod wont start"
Also says robcop patcher isnt installed and I have it for my modlist and g.e.c.k is a version too old

Can someone help me?

 

Posted
5 hours ago, platrunner said:

im having some issues with the mod
it says that my f4se isnt detected but i have been using the game with it. Says "F4SE isn't detected. Mod wont start"
Also says robcop patcher isnt installed and I have it for my modlist and g.e.c.k is a version too old

Can someone help me?

 

 

What version of the game are you running? RobCo Patcher has no next-gen version. Garden of Eden might be for the wrong game version. Always need to check game version when downloading F4SE or F4SE-based plugins now that Bethesda keeps breaking the game.

Posted

I'm currently using the 0.440.7z version. Is there anyway to get access to the updates that don't include Bethesda's mod breaking update, or changing to that different script extender version? Like version 0.443?

Posted
17 hours ago, Nightlistic said:

I'm currently using the 0.440.7z version. Is there anyway to get access to the updates that don't include Bethesda's mod breaking update, or changing to that different script extender version? Like version 0.443?

 

If you are on the next-gen (1.10.984) version of FO4, all versions of Eggspansion will be more or less broken. You'll be either missing SUP F4SE, Robco Patcher or both, because they don't have next-gen versions of them yet. 

 

If on old-gen (1.10.163), all versions of Eggspansion have their dependencies available, so it's up to you what version to use. First link in the download section takes you to mega download folder named "archived releases" containing older versions.

Posted

Thanks for the update! I do have a few small requests; something that's been missing from the mod and I bet that'd enhance the gameplay even more...

 

1) Would you consider adding a Fast Recovery potion? It should be nearly identical to the Speed potion, but unlike it, this new one should speed up the recovery process. I know it's possible to tweak the config in MCM, but I think the potion I'm suggesting makes sense (especially for those of us that have set the recovery phase to be 3 in-game days or more).

 

This new potion would further enhance the factory that my character has become, and it would speed up the whole business (if you get my meaning).

 

On top of that, what about the Growth potion? Is there a way to heal/lower the current growth spurts? If not, you should definitely add another potion for that as well!

 

2) Also, and I bet this has been answered before, but how exactly does this mod treat RadStorms? Is it supposed to impregnate the player if they stay outside during one too long or something else? What's the actual condition for that event in the code? I've set up the mod to work by Annomalies, because that's the option that allows AAF/NAF scenes to cause a pregnancy.

 

The thing with RadStorms is - I'm running NAC X, and despite RadStorms being present in my game quite often, my character never got impregnated by one. I think, though I haven't looked into it further, that NAC X might not be entirely compatible with WLEGG.

 

If NAC X is indeed incompatible with WLEGG, could you create a patch for it? Alternatively, I think it's possible to implement a check for NAC X in your code so that'd make the patch unnecessary.

 

3) I'd personally like to see another event(s) that's causing random pregnancies and its shenanigans. The way I imagined it is the following:

  • Raw (uncooked) foods - at the moment, only Yum Yum Eggs cause Rad-Chicken pregnancy. While I really like the implementation of it, it gets kind of less interesting each time, because no matter the circumstances, the character would always end up with Rad-Chicken eggs. If you add support for raw foods, specifically raw meat of killed animals (ideally both vanilla and Mutant Menagerie Life Finds A Way), that'd be amazing. Eating these foods would cause different pregnancies, but you could also add a chance (slider) that could add more growth to the pregnancy. Similarly to that Growth potion.
  • Insects - specifically Bloatflies. Yeah, if you start an AAF/NAF scene with a Bloatfly, the character will get pregnant. But, insects in Fallout shoot their goo at the player because that's the way they attack. It'd be great if you could impregnate the player if it gets hit by an insect. It shouldn't, though, always impregnate the player - there should be a slider in MCM for setting the chance of pregnancy happening upon being hit by one.
  • Player radiation - this is, in my opinion, the most interesting one. Basically, player gets a radiation damage that's lowering their max HP. Player's radiation level could cause a random pregnancy, if they're irradiated for a certain amount of time (ideally, in-game hours slider in MCM). The way it'd work is the following:
    • The mod checks for updates every X in-game hours (that's the update interval that's already implemented).
    • While Player is not currently pregnant, but they are irradiated, a counter should increase after each update interval.
    • If Y in-game hours pass (while Player is irradiated and not pregnant), a random pregnancy should occur, and there should be a chance (also % MCM slider) that it'd contain growth spurts as well.
    • The problem is that radiation is not consistent - at the beginning of the counter, player might receive further radiation exposure (on 1st day it was 1%, on the other it was 4%, for example). You could handle this by starting the counter when player's radiation level isn't 0%. Even the slightest amount should be enough to start the counter.
    • The counter itself should increase based on radiation level - the more rads you have, the faster it will increase. Once it reaches the target value, it triggers a random pregnancy.
    • However, if the player gets pregnant with eggs in any other way (AAF/NAF scene, food, etc.), the counter should reset to 0 and be blocked until the next ready state.
    • You can even further enhance this by not resetting the counter's value if another pregnancy occurs, but subtract it in order to make the recovery phase shorter.

I know this might sound complicated, and I provided only a brief description. I can provide a detailed specification if you're interested.

 

In any case, if these suggestions get rejected - no hard feelings! I really like what you're doing here and I wanted to share with community what I'd personally like to see get implemented. After all, you're the author of the mod and you decide what ends up in the new version and what not.

 

Keep up the great work and take care!

 

 

Posted
18 hours ago, Alfakentauri said:

 

If you are on the next-gen (1.10.984) version of FO4, all versions of Eggspansion will be more or less broken. You'll be either missing SUP F4SE, Robco Patcher or both, because they don't have next-gen versions of them yet. 

 

If on old-gen (1.10.163), all versions of Eggspansion have their dependencies available, so it's up to you what version to use. First link in the download section takes you to mega download folder named "archived releases" containing older versions.

 

Thanks so much! I haven't updated. I refuse! At least least until either my SSD drive dies or my computer does. lol. My mods work to well together to update.

Posted
9 hours ago, rubber_duck said:

1) Would you consider adding a Fast Recovery potion? It should be nearly identical to the Speed potion, but unlike it, this new one should speed up the recovery process. I know it's possible to tweak the config in MCM, but I think the potion I'm suggesting makes sense (especially for those of us that have set the recovery phase to be 3 in-game days or more).

 

This new potion would further enhance the factory that my character has become, and it would speed up the whole business (if you get my meaning).

 

On top of that, what about the Growth potion? Is there a way to heal/lower the current growth spurts? If not, you should definitely add another potion for that as well!

 

I very much appreciate the ideas and feedback. It’s easy to become blind to all the possibilities. Describing features can give new ideas and reveal bad design on what already exists.

 

It isn’t a bad idea to have a speedy recovery / instant fertility concoction. That recovery period is pretty annoying during testing, I have to admit.

 

Not sure what you mean by healing or lowering growth spurts. Bodily absorption of too many eggs? The opposite what happens during a spurt?

 

9 hours ago, rubber_duck said:

2) Also, and I bet this has been answered before, but how exactly does this mod treat RadStorms? Is it supposed to impregnate the player if they stay outside during one too long or something else? What's the actual condition for that event in the code? I've set up the mod to work by Annomalies, because that's the option that allows AAF/NAF scenes to cause a pregnancy.

 

The thing with RadStorms is - I'm running NAC X, and despite RadStorms being present in my game quite often, my character never got impregnated by one. I think, though I haven't looked into it further, that NAC X might not be entirely compatible with WLEGG.

 

If NAC X is indeed incompatible with WLEGG, could you create a patch for it? Alternatively, I think it's possible to implement a check for NAC X in your code so that'd make the patch unnecessary.

 

As far as I know, there’s no event to detect weather change, so it’s on a timed check. The interval is quite long, so Radstorms outside the Glowing Sea are often over before one of those checks hits.

 

NAC X may have its own custom Radstorm types and that’s why it never triggers. Need to check that.

 

Radstorms can only cause additions during pregnancies, not start a new one. ..I think it would be good to add a “sex only mode” and have the rest of the environmental triggers as a separate thing. Making the modes make more sense is definitely something that needs to be happen.

 

9 hours ago, rubber_duck said:

3) I'd personally like to see another event(s) that's causing random pregnancies and its shenanigans. The way I imagined it is the following:

  • Raw (uncooked) foods - at the moment, only Yum Yum Eggs cause Rad-Chicken pregnancy. While I really like the implementation of it, it gets kind of less interesting each time, because no matter the circumstances, the character would always end up with Rad-Chicken eggs. If you add support for raw foods, specifically raw meat of killed animals (ideally both vanilla and Mutant Menagerie Life Finds A Way), that'd be amazing. Eating these foods would cause different pregnancies, but you could also add a chance (slider) that could add more growth to the pregnancy. Similarly to that Growth potion.
  • Insects - specifically Bloatflies. Yeah, if you start an AAF/NAF scene with a Bloatfly, the character will get pregnant. But, insects in Fallout shoot their goo at the player because that's the way they attack. It'd be great if you could impregnate the player if it gets hit by an insect. It shouldn't, though, always impregnate the player - there should be a slider in MCM for setting the chance of pregnancy happening upon being hit by one.
  • Player radiation - this is, in my opinion, the most interesting one. Basically, player gets a radiation damage that's lowering their max HP. Player's radiation level could cause a random pregnancy, if they're irradiated for a certain amount of time (ideally, in-game hours slider in MCM). The way it'd work is the following:

<snip>

 

I’ve been thinking about adding concoctions to trigger certain type of pregnancies. Munching on raw pieces of food could accomplish the same thing. A global setting for trigger counting is a possibility. The lowest setting (1) meaning all encounters either start a new pregnancy or add eggs if possible.

 

If I remember correctly, Mutant Menagerie has generalized food items like herptile and poultry meat, so there are limitations to what can be done.

 

Are you sure Bloatflies shoot goop? I thought it was maggots that burrow under the skin. Not sure what to do with Bloatflies, to be honest. I would love to add a maggot-fest, but better keep to the theme of laying eggs. Or have million MCM settings..

 

I see some problems with radiation level monitoring. How does the player associate pregnancies or additions to high radiation levels? There’s bound to be some lines about getting irradiated that could be recycled..

 

I’m getting ready to start working on bigger changes, so these suggestions came at a good time. It’s going to take a while, but it needs to be done.

 

Posted
2 hours ago, Alfakentauri said:

I very much appreciate the ideas and feedback. It’s easy to become blind to all the possibilities. Describing features can give new ideas and reveal bad design on what already exists.

 

It isn’t a bad idea to have a speedy recovery / instant fertility concoction. That recovery period is pretty annoying during testing, I have to admit.

 

Not sure what you mean by healing or lowering growth spurts. Bodily absorption of too many eggs? The opposite what happens during a spurt?

 

First of all, thanks for taking it into consideration! Immediately, I'm glad that you admit the recovery phase annoyance :)

 

Regarding growth spurts - I might be at fault here because it seems that we didn't really understand each other. Growth spurts are basically modifiers that increase the amount and size of eggs during the current pregnancy, right? Once the pregnancy is completed, the player's body still 'keeps' the modifier added by the Growth potion, so the value for that growth spurts modifier only increases. Does it ever decrease? At the moment, inspecting my character with Alien Device reports that my character has 5 growth spurts. What I'm proposing is: would you consider adding a new potion that has the opposite effects of growth spurts potion? Consuming that new potion would lower the amount ('heal') the amount of eggs that Player can have.

 

If it was up to me, I'd add not one but two new potions: one for suppressing the growth spurts (lowers the value by 1 once the potion is consumed) and the other for curing it (resets the value to 0).

 

I'm gonna be honest, I'm not entirely sure I understand these growth potions so all this what I've just said might not make the most sense.

 

2 hours ago, Alfakentauri said:

As far as I know, there’s no event to detect weather change, so it’s on a timed check. The interval is quite long, so Radstorms outside the Glowing Sea are often over before one of those checks hits.

 

NAC X may have its own custom Radstorm types and that’s why it never triggers. Need to check that.

 

Radstorms can only cause additions during pregnancies, not start a new one. ..I think it would be good to add a “sex only mode” and have the rest of the environmental triggers as a separate thing. Making the modes make more sense is definitely something that needs to be happen.

 

That must be it! I never considered the sheer length of the Radstorms - it makes total sense! They are too short, and because I've set WLEGG to update every 4 in-game hours, that's why it doesn't seem to work.

 

If Radstorms already cause additions during pregnancies (increasing the amount of eggs), then I don't know how else you should improve it - it's exactly how I think it should be.

 

Not sure about adding the 'sex only mode' - how would it work? If that new mode means that the pregnancy will only happen after AAF/NAF scene and you can enable/disable other (environmental) triggers for modifiers/other pregnancies, I'm up for it! However, I don't think it'd be good to have only the animations as the only cause of pregnancies.

 

2 hours ago, Alfakentauri said:

I’ve been thinking about adding concoctions to trigger certain type of pregnancies. Munching on raw pieces of food could accomplish the same thing. A global setting for trigger counting is a possibility. The lowest setting (1) meaning all encounters either start a new pregnancy or add eggs if possible.

 

If I remember correctly, Mutant Menagerie has generalized food items like herptile and poultry meat, so there are limitations to what can be done.

 

Are you sure Bloatflies shoot goop? I thought it was maggots that burrow under the skin. Not sure what to do with Bloatflies, to be honest. I would love to add a maggot-fest, but better keep to the theme of laying eggs. Or have million MCM settings..

 

I see some problems with radiation level monitoring. How does the player associate pregnancies or additions to high radiation levels? There’s bound to be some lines about getting irradiated that could be recycled..

 

Hmm... okay, let's split this up.

 

1) Raw foods & MM

I'm glad to hear that you've already been thinking about it! The way you described sounds great! Shame that there are limitations when it comes to MM, but it honestly isn't a massive deal.

 

I might be wrong here, but I think you can do this by checking for certain keywords of the consumed item. These 'raw foods' should contain a specific keyword indicating that they're uncooked/unprepared. If player consumes such item, either start a random pregnancy or add more eggs to the current pregnancy. I'd love if you could add a new customizable slider for this - the actual chance of starting a new pregnancy or adding more to the current pregnancy (if player is already pregnant with eggs upon consuming).

 

2) Insects, bloatflies & goo

To be fully honest, I don't really know what these ugly flies shoot at you. If they shoot maggots, I guess that makes sense as well... 🤔

 

In any case - these flies are weak and annoying enemy in the game. What I'm proposing is making them more interesting. Let's try to look into the possibility of maggot-fest that you mentioned.

 

If player gets hit by a bloatfly (or any other insect) while not wearing power armor (because a maggot is no match for a walking tank), a new event could trigger - the maggot-fest. It should only trigger when all 3 conditions are met:

  • The player is not wearing power armor.
  • The player got hit by an insect (bloatfly, bloodbug, etc.).
  • The chance for maggot-fest (configurable in MCM) returned True.

I don't know how you thought of actually adding the maggot-fest event, but judging by its name it could be something awful yet interesting. I've been thinking about making it a new modifier that can be healed, as well as a new pregnancy. Let me explain (this could be gross, but so is the world in post-war Commonwealth).

 

Once the player gets infested by maggots, they should start an internal pregnancy - meaning that the player gets pregnant, but unlike laying eggs it should only multiply the maggots inside. Once they are multiplied, they act as pests. Any new pregnancy that happens shouldn't be as efficient as before due to maggots inside consuming the eggs.

 

This should mean that, under normal circumstances, when the player gets pregnant and isn't infected with maggots, they'd carry like 15 eggs. But, if the same pregnancy happens and the player is infected with maggots, these pests consume the eggs, lowering the total amount by 50%-80%.

 

On top of that, the maggots (because they're inside the player) shouldn't lower the morphs that are applied to player during the pregnancy.

 

The way you could get rid of them is by either: a) Drinking alcohol (kills like 25% of them, meaning you have to drink more and more alcohol to get rid of them all) OR b) Consuming a new Maggot-fest cure potion (this potion should be rare but should kill 100% of them and therefore curing the player of maggot-fest).

 

Hopefully this helps!

 

3) Player radiation event

Like I mentioned, the player radiation should cause a random pregnancy, if the player isn't pregnant and is irradiated for a longer time. Let's break it down like this:

 

modUpdateInterval = 4 // update interval from MCM
playerRads = 0.0 // the decimal value of player's current radiation level, by default 0.0 (not irradiated whatsoever)
isPregnant = False // whether the player is pregnant or not

 

Those are just the general variables that are used to tell the mod what to do next. Because modUpdateInterval is 4, every 4 in-game hours the mod checks for updates, correct?

 

1st update triggers:

  • playerRads = 0.0
  • isPregnant = False

After 4 in-game hours, the 2nd update triggers:

  • playerRads = 0.1
  • isPregnant = False

Because playerRads is > 0.0, that should be enough to start a new check. Here's the pseudo-code to make it simpler:

 

double TargetCounterValue = 100; // Target value for the counter - once it reaches this value, it either starts or modifies the current pregnancy
double customRadsCounter = playerRads; // Custom counter for keeping track and repeating

if (playerRads > 0.0) {
  // Call a function for radiation:
  PrepareRadiationPregnancy(TargetCounterValue, playerRads, customRadsCounter, isPregnant);
}

 

The function PrepareRadiationPregnancy() should do something like this:

 

public void PrepareRadiationPregnancy(double TargetCounterValue, double customRadsCounter, bool isPregnant) {
  double radiationCounter = 0; // Initialize starting point
  
  while (radiationCounter < TargetCounterValue) {
    // Handle the case when Player has too much radiation:
    if (customRadsCounter >= TargetCounterValue) {
      if (!isPregnant) {
        StartRadiationPregnancy(); // Start a new random pregnancy if the player is not currently pregnant
        customRadsCounter = 0;
      } else {
        ModifyExistingPregnancy(); // Modify existing pregnancy if the player is currently pregnant
      }
    } else {
    	radiationCounter += customRadsCounter; // Add player radiation value to the counter.
    }
  }
}

 

StartRadiationPregnancy should start a fully random pregnancy, and that's about it.

ModifyExistingPregnancy should modify the current pregnancy by adding more eggs to the pregnancy.

 

Once either of the two mentioned functions triggers, you should reset the customRadiation counter and start again. This is now a real challenge logic-wise, and there are faults in the pseudo-code I've sent.

 

In other words (using, well, words) this is how it should behave:

  1. Update mod triggers - player's radiation is 0.0 and player is not pregnant
  2. Another mod update triggers - player's radiation is 0.5 and player is not pregnant
  3. Because player's radiation is > 0.0, radiation event starts (counter starts increasing based on player's current radiation level).
  4. Player's radiation is 0.5, so the counter is 0.5 as well (target counter value is 10).
  5. Another mod update triggers - player's radiation is still 0.5. The counter will now be 1.0 (because 0.5 + 0.5 = 1.0).
  6. Another mod update triggers - player's radiation is 0.8. The counter is now 1.8.
  7. The process repeats until the counter gets to target value (10.0).
  8. The counter is 10.0 or more - start a random pregnancy (if player is not pregnant) or add more eggs/growth spurts to existing pregnancy if already pregnant. If at this time player is in recovery phase, add the counter value to the recovery in order to speed up the recovery.

That's about it. The biggest problem in my eyes is that you'd need to find a way to prevent the possible infinite pregnancy loop that could happen if the player is constantly irradiated and 1st mod update starts a new pregnancy and then the next one immediately modifies it.

 

Not gonna lie, it's an interesting challenge and I think it'd be cool to see it get implemented. Sadly, my Papyrus knowledge is limited so I can't offer any help regarding the actual code.

 

Hopefully this helps!

 

Keep up the great work!

Posted
22 hours ago, rubber_duck said:

I'm gonna be honest, I'm not entirely sure I understand these growth potions so all this what I've just said might not make the most sense.

 

Not sure about adding the 'sex only mode' - how would it work? If that new mode means that the pregnancy will only happen after AAF/NAF scene and you can enable/disable other (environmental) triggers for modifiers/other pregnancies, I'm up for it! However, I don't think it'd be good to have only the animations as the only cause of pregnancies.

 

Yes, there’s been a small misunderstanding. That message box lists amount of spurts that have happened. The less eggs there are already in the womb, the more likely an individual egg gets doubled or changes to a bigger version. Spurts induced by consuming a growth concoction have increased chances of causing these additions. That’s the intended behaviour.

 

Radstorms checks have a separate timer. It’s 240 real world seconds. Doesn’t seem that long, but weather changes pretty often in the game.

 

By sex only I meant that only animation activities could start a new pregnancy, but additions during pregnancy would work normally.

 

22 hours ago, rubber_duck said:

2) Insects, bloatflies & goo

To be fully honest, I don't really know what these ugly flies shoot at you. If they shoot maggots, I guess that makes sense as well... 🤔

 

In any case - these flies are weak and annoying enemy in the game. What I'm proposing is making them more interesting. Let's try to look into the possibility of maggot-fest that you mentioned.

 

If player gets hit by a bloatfly (or any other insect) while not wearing power armor (because a maggot is no match for a walking tank), a new event could trigger - the maggot-fest. It should only trigger when all 3 conditions are met:

  • The player is not wearing power armor.
  • The player got hit by an insect (bloatfly, bloodbug, etc.).
  • The chance for maggot-fest (configurable in MCM) returned True.

 

Had to check to be sure. Bloatflies shoot larvae that apparently often explode on impact. Let’s simplify the “maggot-fest” scenario. If already pregnant when getting attacked and not inside a tin can, egg(s) are replaced by ruined maggot-filled eggs that are only good for fertilizer and adhesive. For non-pregnant states, infected status could be kept for a while before dropping it unless cured first. Carrying maggot eggs would give some weird perk.

 

It isn’t the first time Bloatflies have been suggested as a source for random silliness. KOT83 suggested carrying parasites and spawning Bloatflies during birth. It isn’t too difficult to make maggot-infested eggs or cocoons burst open during birth and spawn Bloatflies. Lots of different approaches to this.

 

22 hours ago, rubber_duck said:

3) Player radiation event

Like I mentioned, the player radiation should cause a random pregnancy, if the player isn't pregnant and is irradiated for a longer time. Let's break it down like this:

 

Radiation could be way to trigger irradiated egg changes. Perhaps irradiated eggs get bigger if rads stay high. There would have to be a limit, of course.

 

Thank you for the ideas! I do take them seriously, but it's not always possible to implement things that stray too far from the main point of the mod. 

 

Posted
33 minutes ago, Alfakentauri said:

 

Yes, there’s been a small misunderstanding. That message box lists amount of spurts that have happened. The less eggs there are already in the womb, the more likely an individual egg gets doubled or changes to a bigger version. Spurts induced by consuming a growth concoction have increased chances of causing these additions. That’s the intended behaviour.

 

Radstorms checks have a separate timer. It’s 240 real world seconds. Doesn’t seem that long, but weather changes pretty often in the game.

 

By sex only I meant that only animation activities could start a new pregnancy, but additions during pregnancy would work normally.

 

 

Had to check to be sure. Bloatflies shoot larvae that apparently often explode on impact. Let’s simplify the “maggot-fest” scenario. If already pregnant when getting attacked and not inside a tin can, egg(s) are replaced by ruined maggot-filled eggs that are only good for fertilizer and adhesive. For non-pregnant states, infected status could be kept for a while before dropping it unless cured first. Carrying maggot eggs would give some weird perk.

 

It isn’t the first time Bloatflies have been suggested as a source for random silliness. KOT83 suggested carrying parasites and spawning Bloatflies during birth. It isn’t too difficult to make maggot-infested eggs or cocoons burst open during birth and spawn Bloatflies. Lots of different approaches to this.

 

 

Radiation could be way to trigger irradiated egg changes. Perhaps irradiated eggs get bigger if rads stay high. There would have to be a limit, of course.

 

Thank you for the ideas! I do take them seriously, but it's not always possible to implement things that stray too far from the main point of the mod. 

 

 

Agreed. Like I said, those are just suggestions and in the end you'll implement things how you see fit. I'm glad you like the ideas and I'm aware of limitations and other roadblocks that could occur during future development of the mod.

 

In short, I don't doubt that whatever you do - you'll improve the mod even further! Keep up the great work, and take as much time as you need: quality is far more important than quantity!

 

Take care! 😄

Posted

Sorry to post again, but this time I have a question regarding WLEGG's Custom Morph Sliders. There's something I don't understand.

 

You've split the sliders into 3 groups: the ones that inflate during extreme pregnancies, the ones that inflate during and deflate after pregnancy and the ones that inflate after each pregnancy and leave permanent morphs. The last ones (that leave permanent morphs) are the ones I don't fully understand.

 

For each of those sliders, you allow the following settings:

Slider name - speaks for itself

Min Value - minimum morph value

Max Value - maximum morph value

 

Let's assume I have 2 sliders and I want those two to leave permanent morphs after each pregnancy: Slider1 and Slider2. These are their target values (when maximum amount of pregnancies have happened, I want those two sliders to have that value morphed to the player):

Slider1: 180% - % is in BodySlide, right? If that's true, then the I should configure Slider1 in WLEGG's MCM by setting its Min Value to 0 and its Max Value to 1.8, correct?

 

But, I'm running into a problem with Slider2 because I want it to have negative value:

Slider2: -90% - again, I want to have it like it looks like when the slider is set to -90% in BodySlide. In this case, I should set Slider2 to Min Value to -0.9 and its Max Value to 0, or something else?

 

Basically what I'm asking is - how should the desired negative values be set in MCM? What's the difference with morphing Min vs Max value?

How should I configure WLEGG so when max. number of pregnancies have happened to morph the player's body permanently by setting Slider1 to look like it does when I set it to 180% in BodySlide, and Slider2 to look like it does when I set it to -90% in Bodyslide?

 

Sorry to bother again, but this time I genuinely need help. Hopefully I've written it pretty simple so it's easy to understand what I want to achieve.

 

Thanks in advance and, as always, keep up the great work!

 

Posted
12 hours ago, rubber_duck said:

Slider1: 180% - % is in BodySlide, right? If that's true, then the I should configure Slider1 in WLEGG's MCM by setting its Min Value to 0 and its Max Value to 1.8, correct?

 

Yes, that works.

 

12 hours ago, rubber_duck said:

But, I'm running into a problem with Slider2 because I want it to have negative value:

Slider2: -90% - again, I want to have it like it looks like when the slider is set to -90% in BodySlide. In this case, I should set Slider2 to Min Value to -0.9 and its Max Value to 0, or something else?

 

That won’t work, because max zero means the slider is skipped. I didn’t want to add a separate on/off button. Instead of 0.0, it should be set to 0.1. I can add more decimals to MCM sliders if needed.

 

12 hours ago, rubber_duck said:

Basically what I'm asking is - how should the desired negative values be set in MCM? What's the difference with morphing Min vs Max value?

How should I configure WLEGG so when max. number of pregnancies have happened to morph the player's body permanently by setting Slider1 to look like it does when I set it to 180% in BodySlide, and Slider2 to look like it does when I set it to -90% in Bodyslide?

 

It’s my understanding that you don’t need worry about negative values unless using a looksmenu preset that has a negative slider value and want to inflate it without jumping straight to 0.0+ territory at a start of a pregnancy.

 

If you have companions running around as egg-layers and don't want the same negative values applied to them, there's an option to apply only pregnancy belly morphs to NPCs.

 

  • 2 weeks later...
Posted (edited)

@Alfakentauri

Have you considered adding the "knocked out" or "incapacitated" pose/animation, the pose essential NPC's use when health drops to 0 as an option for egglaying?

To me, it seems that would be a sensible position for a humanoid to use to give birth, especially for the bigger egg sizes.

 

Also, I dont know if its just me or a change in the mod, but Im not finding any of the Jelly on dead NPC's or inside chests/containers.

Any idea what I did wrong if this is still in the mod?

Edited by snickerkill

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