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Posted (edited)

Do the male companions have anything to say? I'd like to bring MacCready and Deacon along, but if they don't say anything about my guy's eggnancies, that's going to be a little awkward.

 

 

Edited by unknownOne
Posted
On 10/27/2024 at 9:32 PM, unknownOne said:

Do the male companions have anything to say? I'd like to bring MacCready and Deacon along, but if they don't say anything about my guy's eggnancies, that's going to be a little awkward.

 

 

 

Only Deacon and Nick have a few things to say and that's nowhere near as much as the three main female companions. It's something that needs to be worked on. 

 

MacCready is a bit of an unknown entity for me. He likes caps, so that's one theme for him. Deacon is easy. He says weird things and spews out half-truths. Anything goes. I guess for Preston anything that helps settlers.. As for Danse, he would be appalled by all of this nonsense.

 

The point is, that I'm struggling with some of these companions, because they are unfamiliar. "Did once their loyalty guest and forgot about them" type of problem.

Posted
On 10/24/2024 at 2:48 AM, Alfakentauri said:

 

Not completely. Some crucial features won't work, so I can't recommend running it on NG.

 

Which features won't/don't work with NG? I haven't noticed anything aside from jellys not being able to be found in containers. With the object replacement, it becomes a moot point.

Posted
23 hours ago, Xylric said:

 

Which features won't/don't work with NG? I haven't noticed anything aside from jellys not being able to be found in containers. With the object replacement, it becomes a moot point.

 

No jellies or concoctions to be found in containers, vendor chests and NPCs won’t drop those items either. Yum Yum and Quantum items won’t work for NPCs. No Immersive Animation Framework eating animations. Checks won’t work for armour pieces that shouldn’t be stripped and furniture that should prevent labour animations from running.

Posted
14 hours ago, Alfakentauri said:

 

No jellies or concoctions to be found in containers, vendor chests and NPCs won’t drop those items either. Yum Yum and Quantum items won’t work for NPCs. No Immersive Animation Framework eating animations. Checks won’t work for armour pieces that shouldn’t be stripped and furniture that should prevent labour animations from running.

Well, that's not too bad, considering I don't use eating animations as part of my mod list. And with the object replacer, I never noticed that the other ways to acquire the items.

Thanks for the information.

  • 1 month later...
Posted
1 hour ago, MysticDaedra said:

I used to know this, but I can't remember now lol. Are slider names supposed to be separated by a pipe ( | ) or a comma? I know RMR uses pipes. If comma, space or no space between names?

 

No pipes, just one name at a time. The extra space MCM adds to the start is removed automatically. Spacebar accidents after a name would cause problems.

 

I’m testing a version that loads that optional slider information directly from Bodyslide Studio presets. Makes things easier.

Posted
3 minutes ago, Alfakentauri said:

 

No pipes, just one name at a time. The extra space MCM adds to the start is removed automatically. Spacebar accidents after a name would cause problems.

 

I’m testing a version that loads that optional slider information directly from Bodyslide Studio presets. Makes things easier.

Interesting, no more referencing morph names on my second monitor lol. Thanks for getting back to me so quickly, appreesh.

Posted
16 hours ago, SergeantPuddles2 said:

@AlfakentauriHey I'm just curious, why did you switchbawy from F4SE abs us your mod compatible with mods that still use F4SE?

 

SUP F4SE and Garden of Eden aren't mutually exclusive if that's the concern.

Posted
2 hours ago, SergeantPuddles2 said:

Ok, so then they should be able to both function together at the same time?

 

Yes, they can be run at the same time along with other script extenders like Lighthouse.

Posted
10 hours ago, Alfakentauri said:

 

Yes, they can be run at the same time along with other script extenders like Lighthouse.

Just to give you a heads up your mod has issues with Samily Planning Enhanced (not redux) ater testing it out I figured out that if an egg pregnancy is ongoing and then an FPE pregnancy occurs it can break morphs, though this should in theory be avoidable by preventing an FPE pregnancy during an egg pregnancy.

Posted
11 hours ago, SergeantPuddles2 said:

Just to give you a heads up your mod has issues with Samily Planning Enhanced (not redux) ater testing it out I figured out that if an egg pregnancy is ongoing and then an FPE pregnancy occurs it can break morphs, though this should in theory be avoidable by preventing an FPE pregnancy during an egg pregnancy.

 

Could be a Looksmenu level problem related to how it handles multiple slider entries with the same name but different source.

 

Another possibility is, as far as I know, how FPE(R) retrieves values set by other sources to be used as a base when a pregnancy hits the second trimester. It won’t know when mods drop or change their morphs, resulting in too large values that stick around until the pregnancy ends. Maybe that’s what you are experiencing?

 

Using contraceptives during an egg pregnancy would be the safest solution.

Posted
28 minutes ago, Alfakentauri said:

 

Could be a Looksmenu level problem related to how it handles multiple slider entries with the same name but different source.

 

Another possibility is, as far as I know, how FPE(R) retrieves values set by other sources to be used as a base when a pregnancy hits the second trimester. It won’t know when mods drop or change their morphs, resulting in too large values that stick around until the pregnancy ends. Maybe that’s what you are experiencing?

 

Using contraceptives during an egg pregnancy would be the safest solution.

So basically how I tested it was ate a jelly then drak about 5 growth concoction (to ensure that large belly would occur) I then waited until the belly growth had definitely happened, I then initiated an FPE  pregnancy, I.tjen edited for egg one to run its course, eggs were laid bit the belly remained stuck large even after the fpe pregnancy had run its course as well. In the MCM emivw morons also did not fix this. This was using Ego's FPE not FPE(R). I was trying to break ot though to test it out so this wasn't a bother for me, solid mod still, idk if there's some way to have it communicate with FPE to prevent FPE pregnancy during egg pregnancy, idk how to mod but I do knlw some things just can't be done or are difficult to but great work regardless, any plans to fo other mods or port Eggspansion to say Starfield or something?

Posted
19 hours ago, SergeantPuddles2 said:

So basically how I tested it was ate a jelly then drak about 5 growth concoction (to ensure that large belly would occur) I then waited until the belly growth had definitely happened, I then initiated an FPE  pregnancy, I.tjen edited for egg one to run its course, eggs were laid bit the belly remained stuck large even after the fpe pregnancy had run its course as well. In the MCM emivw morons also did not fix this. This was using Ego's FPE not FPE(R). I was trying to break ot though to test it out so this wasn't a bother for me, solid mod still, idk if there's some way to have it communicate with FPE to prevent FPE pregnancy during egg pregnancy, idk how to mod but I do knlw some things just can't be done or are difficult to but great work regardless, any plans to fo other mods or port Eggspansion to say Starfield or something?

 

Do you have lasting bodily changes option enabled in FPE’s settings and have you tried turning that off?

 

There’s a way to prevent FPE pregnancies. Not without risks, but I can add that as an option. Probably for the best to block all egg-layers until Eggspansion is shutdown and all morphs are removed.

Posted
8 hours ago, Alfakentauri said:

 

Do you have lasting bodily changes option enabled in FPE’s settings and have you tried turning that off?

 

There’s a way to prevent FPE pregnancies. Not without risks, but I can add that as an option. Probably for the best to block all egg-layers until Eggspansion is shutdown and all morphs are removed.

Within FPE there is a console command addkeyword FPFP_NoPregKW which prevents the NPC it's applied to from getting pregnant through FPE and I've used that on NPCs I've made egg carriers, I don't know if that feature is useful to you but it is present.

Posted
12 hours ago, SergeantPuddles2 said:

Also I'm curious, is there any way to increase the duration of the squat animations?

 

No such setting. I’m hoping someday we’ll have at least one birthing animation that can be run through some animation framework.

Posted
1 hour ago, Alfakentauri said:

 

No such setting. I’m hoping someday we’ll have at least one birthing animation that can be run through some animation framework.

The folks in the AAF Discord may be able to help you with that.

Posted (edited)

Thanks for the new update.
I see that you are doing a lot of testing and thank you for your hard work.

I will eagerly await the removal of the egg limit for the player character.

Edited by aramari
Posted
2 hours ago, aramari said:

Thanks for the new update.
I see that you are doing a lot of testing and thank you for your hard work.

I will eagerly await the removal of the egg limit for the player character.

 

That 128 egg limit requires structural changes, so it’s going to take a long time, at least a year. I’ve one update coming up with minor improvements and additions, then it’s finally time to start working on bigger changes and redesign many of the clunky internal workings of the mod. Unfortunately, it’s going to take time.

Posted
15 hours ago, SergeantPuddles2 said:

Hey is it ok if I ask a question about FPER here? I tried asking in the FPER thread a few days ago but no one answered  and you're helpful so I'm wondering if you might know the answer.

 

You could try editing the MCM config file if there's a settings for it. But not before taking a backup of your save first in case it goes horrible wrong.

Posted (edited)
2 hours ago, Alfakentauri said:

 

You could try editing the MCM config file if there's a settings for it. But not before taking a backup of your save first in case it goes horrible wrong.

I tried that, and while I can increase the slider past 2 that way, it just reverts back to 2 upon closing mcm, I think it might have something to do with "fpfp_global_cumflation_power" being set to 2 but I cannot find a way of changing that and I'm not sure if it can be changed.

Edited by SergeantPuddles2

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