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Posted
On 8/29/2024 at 12:36 AM, snickerkill said:

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.

 

I'll look into it. There might be a good reason not to utilize bleed out state, but the animation itself is a good starting point now that editing existing animation files (hkx) is easy.

 

On 8/29/2024 at 12:36 AM, snickerkill said:

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?

 

It's there, but requires RobCo Patcher. Also, it's an option during installation that needs to be selected.

Posted
17 hours ago, Alfakentauri said:

 

I'll look into it. There might be a good reason not to utilize bleed out state, but the animation itself is a good starting point now that editing existing animation files (hkx) is easy.

 

 

It's there, but requires RobCo Patcher. Also, it's an option during installation that needs to be selected.

Ok, thanks! I have the RobCo Patcher, I must've fat-fingered the options and checked the wrong one. 

Posted

Has anyone gotten morphs to work on the NG version? I have the pregnant belly slider in looksmenu, and it works when changing it manually, but this mod isn't able to detect it.

Posted (edited)

I don't know if you'd put this on your todo list but I'd like to see more lines noting your egg-laying activities cause as far as i can tell its only piper that has stuff to say. my favorite companion is Curie and id love to see her curiosity  and scientific personality remark at your pregnancies or even her own.

Edited by AureumCustos
Posted
On 9/9/2024 at 5:55 AM, AureumCustos said:

I don't know if you'd put this on your todo list but I'd like to see more lines noting your egg-laying activities cause as far as i can tell its only piper that has stuff to say. my favorite companion is Curie and id love to see her curiosity  and scientific personality remark at your pregnancies or even her own.

 

Human version of Curie should have some things to say from time to time, though some of it is sciency gobbledygook and not directly about laying eggs.

Posted
On 8/20/2024 at 12:49 PM, Alfakentauri said:

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.

 

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.

 

Hmm... I think we didn't understand each other. I'll try to simplify it.

 

So, my current body preset has Slider2 set to 0%. When in-game, and body has not been morphed by WLEGG, the Slider2 is on 0.

But, over the course of multiple WLEGG events (20 pregnancies), I want to modify that slider. After 20 WLEGG pregnanices, I want to have Slider2 to look like it does when I set it to -50% in BodySlide. Is that possible?

 

Basically, this:

  1. Fresh new game, no WLEGG pregnancies and/or other body morphs: Slider2 = 0%
  2. First WLEGG pregnancy event happens: Slider2 = starts decreasing because target value is negative (-50%)
  3. More WLEGG pregnancies happen, Slider2 keeps getting morphed (decreasing its value)
  4. After 20 WLEGG pregnancies: Slider2 = -50%

Hopefully this clarifies things out. I have since modified the WLEGG config MCM and set Slider2 like this:

  • Min value: -0.5 (-0.5 = -50% in BodySlide)
  • Max value: 0.1 (because the slider won't work if I set it to 0)

Is that correct?

 

Also, I'm very sorry for late reply, I had too much going on at work and couldn't find the time to look at forums, let alone play the game. Sorry!

Posted
9 hours ago, rubber_duck said:

Hopefully this clarifies things out. I have since modified the WLEGG config MCM and set Slider2 like this:

  • Min value: -0.5 (-0.5 = -50% in BodySlide)
  • Max value: 0.1 (because the slider won't work if I set it to 0)

Is that correct?

No, that won't work. It'll go from -0.5 to 0.1, but thank you for explaining what is missing. There’s no technical reason not to make it work reverse in certain conditions. I’ll see what I can do.

 

I’m moving extra morphs to be loaded directly from Bodyslide Studio presets, thanks to some Garden of Eden sorcery. That should make things a bit simpler.

 

Posted
2 hours ago, Alfakentauri said:

No, that won't work. It'll go from -0.5 to 0.1, but thank you for explaining what is missing. There’s no technical reason not to make it work reverse in certain conditions. I’ll see what I can do.

 

Thanks for replying!

 

Hopefully you'll be able to tweak it! You can always add an invert toggle - by default it morphs from MIN to MAX value. If that invert is toggled ON, it should morph from MAX to MIN value.

 

Looking forward to that update!

 

2 hours ago, Alfakentauri said:

I’m moving extra morphs to be loaded directly from Bodyslide Studio presets, thanks to some Garden of Eden sorcery. That should make things a bit simpler.

 

If you don't mind, may I ask why? What benefits does this offer when compared to the way it works now? What exactly will be different?

 

Thanks again for replying, keep up the great work!

Posted
2 hours ago, rubber_duck said:

If you don't mind, may I ask why? What benefits does this offer when compared to the way it works now? What exactly will be different?

 

It allows me to offer ready-made lists. Easy to use, edit or just ignore. There’s the issue of MCM Booster possibly not getting updated for next-gen.

 

Maybe I’ll change my mind, as testing is only at the beginning. Better usability is the goal. Pregnancy belly settings stay as they are, because those options can’t be represented simply  as starting point and peak values.

Posted
12 hours ago, leesjig said:

So a Star Jelly worked ok.  3 day cycle ok.  I'm using cbbe 3bbb...morph pregnancy belly ok.  Then after, the morph reset fine.  As she gains more pregnancy experience from eating more jellys or different jellys...she births different kinds of eggs and holds more and more eggs?  Is that how this works, haha?  Was wondering bout the cosmic jelly.  It didn't do anything.   

 

Yup, that's it. Experience results in more eggs and consuming jellies, along with other activities, in new types of eggs. Jellies don't necessarily do anything other than work in the background to unlock species. There's a recovery phase after each pregnancy during which new pregnancies aren't possible. 

  • 2 weeks later...
Posted
5 hours ago, command88+ said:

Any chance oyu could add jelly "ammo" for syringers?. to "infect" unexpecting pcs from a distance?

 

Alien blaster fire might make more sense. Getting hit by it already results in egg additions, but it’s player character only.

 

Perhaps alien blaster hits should cause something less subtle and not permanent for npcs. A rapid pregnancy with random, unexpected results..

Posted
2 hours ago, Alfakentauri said:

 

Alien blaster fire might make more sense. Getting hit by it already results in egg additions, but it’s player character only.

 

Perhaps alien blaster hits should cause something less subtle and not permanent for npcs. A rapid pregnancy with random, unexpected results..

Alien blaster does a ton of damage though. and with syringer you could add different types of ammo for different types of eggs, permanent or not permanent

Posted
17 hours ago, command88+ said:

Alien blaster does a ton of damage though. and with syringer you could add different types of ammo for different types of eggs, permanent or not permanent

 

I’ll put it in the basket of ideas. I’m not a great fan of the Syringer, but improving the way npcs are converted to egg-layers is something that’s worth investigating.

Posted
6 hours ago, Alfakentauri said:

 

I’ll put it in the basket of ideas. I’m not a great fan of the Syringer, but improving the way npcs are converted to egg-layers is something that’s worth investigating.

Neither am i. They could have done a lot more with this weapon but for some mods it can be adapted

Posted

Hi, is it possible to add custom races? I don't understand scripts, but hypothetically, is there an ini file or something like that where you can add or change a race. I don't know if someone asked, but I would like to add a servitron. Thanks in advance for your answer.

Posted
17 hours ago, dartroman said:

Hi, is it possible to add custom races? I don't understand scripts, but hypothetically, is there an ini file or something like that where you can add or change a race. I don't know if someone asked, but I would like to add a servitron. Thanks in advance for your answer.

 

We are talking about this mod, yes? I can add it to allowed races, but no guarantees everything works as it should. Needs testing.

Posted
32 minutes ago, Alfakentauri said:

 

We are talking about this mod, yes? I can add it to allowed races, but no guarantees everything works as it should. Needs testing.

Hi, yes, that's right.🙌 I'm currently trying to figure out the morphs and lookmenu for this race, since there are pregnancy sliders in the bodyslide,  👀 it doesn't work yet, but for start, I can't even get the servitron pregnant since your cool mod doesn't let the servitron eat food. I tried to change that in FO4edit, but it didn't work out yet. That's why I decided to ask you if that's possible. That is, if the servitron starts eating jelly and technically gets pregnant and drops eggs, that's already a huge step forward, the morphs are a secondary task that I'm figuring out. Thank you. It's all a fun thing. 😅

  • 3 weeks later...
Posted

Fantastic mod, works really well so far in my heavily modded setup. Playing as a dude and it's nice to see that it works perfectly without any extra steps (besides adding an mpreg morph to custom clothing, but that's easy with Outfit Studio.) I didn't even know this mod existed until today so I'm happy to finally be using it!

Posted

The description says that you can only impregnate a maximum of 20 people, including companions and NPCs, but can this limit be removed? If not, I would like a setting that allows this, or a function that allows me to set the number of people. If possible, make it 50 or so with room to spare.

Posted
23 minutes ago, aramari said:

The description says that you can only impregnate a maximum of 20 people, including companions and NPCs, but can this limit be removed? If not, I would like a setting that allows this, or a function that allows me to set the number of people. If possible, make it 50 or so with room to spare.

 

Open MCM/Settings/WLEGG_WastelandEggspansion.ini and add iEgglayerCap=50 under [Companigans]
 

Spoiler


[Companigans]
iEgglayerCap=50

I've tested it only with around 30 NPCs, so I'm not sure about the performance impact. The whole system is designed for a couple of followers that actually follow around the player.

Posted (edited)

Thank you.
I'll try it at my own risk, of course.
Just out of curiosity, did the author crash when he increased the number of users to 31 or more?
Also, are you saying that you can increase the number of people in this way practically indefinitely?

 

I also want to ask, can the number of eggs in the protagonist be higher than 128?

Edited by aramari
Posted
On 10/24/2024 at 1:59 PM, aramari said:

Thank you.
I'll try it at my own risk, of course.
Just out of curiosity, did the author crash when he increased the number of users to 31 or more?
Also, are you saying that you can increase the number of people in this way practically indefinitely?

 

I also want to ask, can the number of eggs in the protagonist be higher than 128?

 

Nothing imploded during my tests. Still, I would recommend making a backup of your save before going crazy. There's a limit, but it's flexible.

 

Things slowing down or if lots of active/suspended scripts can be seen when the save is opened with ReSaver - those are the symptoms indicating it's too much. This applies to anything running scripts, really.

 

That 128 egg limit is going to removed, but not soon.

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