unknownOne Posted October 27, 2024 Posted October 27, 2024 (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 October 27, 2024 by unknownOne
Alfakentauri Posted October 29, 2024 Author Posted October 29, 2024 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.
Xylric Posted November 1, 2024 Posted November 1, 2024 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.
Alfakentauri Posted November 2, 2024 Author Posted November 2, 2024 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.
Xylric Posted November 2, 2024 Posted November 2, 2024 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.
MysticDaedra Posted December 10, 2024 Posted December 10, 2024 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?
Alfakentauri Posted December 10, 2024 Author Posted December 10, 2024 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. 1
MysticDaedra Posted December 10, 2024 Posted December 10, 2024 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.
KrustyShackleford Posted December 13, 2024 Posted December 13, 2024 @AlfakentauriHey I'm just curious, why did you switchbawy from F4SE abs us your mod compatible with mods that still use F4SE?
Alfakentauri Posted December 14, 2024 Author Posted December 14, 2024 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.
KrustyShackleford Posted December 14, 2024 Posted December 14, 2024 4 hours ago, Alfakentauri said: SUP F4SE and Garden of Eden aren't mutually exclusive if that's the concern. Ok, so then they should be able to both function together at the same time?
Alfakentauri Posted December 14, 2024 Author Posted December 14, 2024 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.
KrustyShackleford Posted December 15, 2024 Posted December 15, 2024 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.
Alfakentauri Posted December 15, 2024 Author Posted December 15, 2024 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.
KrustyShackleford Posted December 15, 2024 Posted December 15, 2024 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?
Alfakentauri Posted December 16, 2024 Author Posted December 16, 2024 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.
KrustyShackleford Posted December 16, 2024 Posted December 16, 2024 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.
KrustyShackleford Posted December 20, 2024 Posted December 20, 2024 Also I'm curious, is there any way to increase the duration of the squat animations?
Alfakentauri Posted December 20, 2024 Author Posted December 20, 2024 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.
KrustyShackleford Posted December 20, 2024 Posted December 20, 2024 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.
aramari Posted December 21, 2024 Posted December 21, 2024 (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 December 21, 2024 by aramari
Alfakentauri Posted December 21, 2024 Author Posted December 21, 2024 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. 1
KrustyShackleford Posted December 21, 2024 Posted December 21, 2024 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.
Alfakentauri Posted December 22, 2024 Author Posted December 22, 2024 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.
KrustyShackleford Posted December 22, 2024 Posted December 22, 2024 (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 December 22, 2024 by SergeantPuddles2
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