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Posted
22 minutes ago, SergeantPuddles2 said:

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.

 

Then the value is probably guarded on script level.

Posted

Thanks for the mod, but I wonder what actions counts as "annomalies".  Does it include every AAF animation, or animations with certain species? Plus, how much radiation or How long time of swimming is required to trigger pregnancy? 

Posted
7 hours ago, iplol0110 said:

Thanks for the mod, but I wonder what actions counts as "annomalies".  Does it include every AAF animation, or animations with certain species? Plus, how much radiation or How long time of swimming is required to trigger pregnancy? 

 

It’s just the creatures that lay eggs for animations. Radiation exposure doesn’t do anything (yet). Radstorm weather type is the trigger. To keep things simple, the swimming thing is not connected to how long it happens. It just happens sometimes when going on a swim.

Posted

Possible bug report?

 

Hi, thanks for the update!

 

The latest version - v0.446b has a possible minor bug. It doesn't seem to affect the gameplay, but is annoying.

 

It's the Strange Device. It's constantly in my inventory, like it's always been. I've added it to favorites, so I can easily access it whenever I please. Up until v0.446b, it always functioned properly - whenever I wanted to, I'd hit '8' (because that's the slot I've assigned it to) and the menu would pop up.

 

Now, that doesn't happen. I've been mashing my '8' key, but the menu does not appear. To make it appear, I need to:

  1. Enter Pip-Boy
  2. Find Strange Device under Apparel
  3. Strange Device is always equipped, so I need to unequip it
  4. Close Pip-Boy
  5. Hit favorite key ('8', in my case) and the menu will now appear

This process needs to be repeated all the time, thus causing annoyance. I'll revert to the previous version, as that one didn't have the mentioned issue.

 

Keep up the great work! And happy holidays!

Posted
Just now, rubber_duck said:

Possible bug report?

 

Hi, thanks for the update!

 

The latest version - v0.446b has a possible minor bug. It doesn't seem to affect the gameplay, but is annoying.

 

It's the Strange Device. It's constantly in my inventory, like it's always been. I've added it to favorites, so I can easily access it whenever I please. Up until v0.446b, it always functioned properly - whenever I wanted to, I'd hit '8' (because that's the slot I've assigned it to) and the menu would pop up.

 

Now, that doesn't happen. I've been mashing my '8' key, but the menu does not appear. To make it appear, I need to:

  1. Enter Pip-Boy
  2. Find Strange Device under Apparel
  3. Strange Device is always equipped, so I need to unequip it
  4. Close Pip-Boy
  5. Hit favorite key ('8', in my case) and the menu will now appear

This process needs to be repeated all the time, thus causing annoyance. I'll revert to the previous version, as that one didn't have the mentioned issue.

 

Keep up the great work! And happy holidays!

 

Yes, sorry, I know exactly what that is. I copied an earlier version of a file, not the one that was fixed after some experimenting. I'll upload a new version later, but for now I think it might be best to wait for a while to see if there's something else that needs looking at. This is what happens when you rush in fixes during the holidays. A temporary solution is to set a hotkey for it. Apologies and happy holidays!

Posted

Thank you again for the update. I wanted to follow up and clarify my understanding of the new morph system. From what I gather, it is now entirely based on BodySlide, correct?

 

This means I will need to edit the provided XML body presets to achieve my desired in-game appearance, and WLEGG will handle the inflating/deflating functionality. Please let me know if I'm understanding that correctly.

 

I must admit, I have some reservations about this approach. While I don't mean to come across as impolite or rude, I'm not entirely enthusiastic about this change. It seems to complicate matters and introduce new issues where previously there were none.

 

My primary concern is that this new system will negatively impact the near-perfect integration I had with other morphing mods like SexAttributes and Rad Morphing Redux. I felt the old system was perfect in every way, and the only potential improvement I could envision was the ability to use negative slider values for the desired target.

 

I understand this is your decision as the mod developer, and I respect that. I will continue to use the previous version of WLEGG for as long as I can, as it meets my needs. However, I hope you'll consider the implications of this change and whether there might be a way to maintain the seamless integration I've come to appreciate.

 

Thank you for your time and for the continued development of WLEGG. I truly enjoy using the mod and appreciate the effort you've put into it. I'm hopeful we can find a solution that addresses my concerns while preserving the overall quality of the experience.

 

Best regards

Posted
1 hour ago, rubber_duck said:

This means I will need to edit the provided XML body presets to achieve my desired in-game appearance, and WLEGG will handle the inflating/deflating functionality. Please let me know if I'm understanding that correctly.

 

Yes, that is correct. Instead of editing MCM text areas manually, changes are done in Bodyslide Studio or with a text editor outside the game. For pregnancy belly morphs, the old MCM sliders are still there, but behind an on/off button. I believe most people don’t need to edit them, so they are hidden by default.

 

I can understand the change is annoying on a working setup, because it involves extra work to get it all going again. I’ve never enjoyed myself editing slider information via MCM. The system that was replaced was inspired by Fallout Vore. I edited sliders for that mod using ini files directly instead of MCM. I guess it comes down to personal preference.

 

I was hoping the change makes it easier to use extra morphs for most people. Faster loading MCM is a plus. If nobody likes this approach, bringing back a similar MCM listing for custom sliders as option two is a possibility.

Posted
4 minutes ago, Alfakentauri said:

Yes, that is correct. Instead of editing MCM text areas manually, changes are done in Bodyslide Studio or with a text editor outside the game. For pregnancy belly morphs, the old MCM sliders are still there, but behind an on/off button. I believe most people don’t need to edit them, so they are hidden by default.

 

I can understand the change is annoying on a working setup, because it involves extra work to get it all going again. I’ve never enjoyed myself editing slider information via MCM. The system that was replaced was inspired by Fallout Vore. I edited sliders for that mod using ini files directly instead of MCM. I guess it comes down to personal preference.

 

I was hoping the change makes it easier to use extra morphs for most people. Faster loading MCM is a plus. If nobody likes this approach, bringing back a similar MCM listing for custom sliders as option two is a possibility.

 

What you described is an excellent concept! But, and like I already said, it's the support for other mods that's bothering me.

 

For example, let's use a simple slider, WLEGG and other morphing mod - Rad Morphing Redux (RMR).

My base body has the slider 'Breasts' set to 100. Rad Morphing Redux has the same slider set to '150' - this now means that, once conditions are satisfied, RMR will morph the targeted slider +150 - so in the end, and with RMR at 100%, my character's 'Breasts' slider would be at 250 (100 base + 150 RMR).

 

How does that play with WLEGG's presets?

For example, let's use the permanent morphs. After 20 pregnancies, I want to have slider 'Breasts' set to 75. In other words, after 20 WLEGG pregnancies, my character's 'Breasts' would be 175 (100 base + 75).

However, because I'm running RMR as well, how would that work?

 

Right now (well, up until recently), all the sliders from all mods simply added up. Is that the case here now as well?

 

I guess what I'm asking is, would this new morph system add values to sliders globally or not?

After 20 WLEGG pregnanices, and at 100% value of RMR, I want my 'Breasts' slider to be: 100 base + 150 RMR (max) + 75 WLEGG = 325.

 

Also, and this is related to the new body XMLs editing - what if I set a value of one slider negative?

For example, 'MoveCrotch' - I want to lower it for permanent morphs, so that after 20 WLEGG pregnancies I have it set to -50. Is that supported or not?

 

And finally, will this new WLEGG morphing system change the player's body preset or does it simply use the provided XMLs to read values and then apply morphs to the body? Basically, a proxy for how it used to be?

 

Sorry for all these questions, but I'm not running Fallout Vore, so I'm unfamiliar with how it operates.

Posted
1 hour ago, rubber_duck said:

And finally, will this new WLEGG morphing system change the player's body preset or does it simply use the provided XMLs to read values and then apply morphs to the body? Basically, a proxy for how it used to be?

 

Yes! I think I may have miscommunicated. Those presets aren’t to be applied/built to the body, only edited. There are no additional conflicts compared to what was before.

 

I don’t recommend using same sliders in different mods. Only the highest value gets selected and that is with the morph friendly version of Looksmenu (1.16.20). On older versions, you may get the lowest slider value and people don’t even agree why that is. RMR may do slider value combining, I’m not exactly sure, so maybe things work out okay using it.

 

That being said, everything applied/built to the body using Bodyslide Studio is okay. It does not create slider entries that compete with each other. 

 

Negative values are indeed now supported.

 

Posted
1 hour ago, Alfakentauri said:

 

Yes! I think I may have miscommunicated. Those presets aren’t to be applied/built to the body, only edited. There are no additional conflicts compared to what was before.

 

I don’t recommend using same sliders in different mods. Only the highest value gets selected and that is with the morph friendly version of Looksmenu (1.16.20). On older versions, you may get the lowest slider value and people don’t even agree why that is. RMR may do slider value combining, I’m not exactly sure, so maybe things work out okay using it.

 

That being said, everything applied/built to the body using Bodyslide Studio is okay. It does not create slider entries that compete with each other. 

 

Negative values are indeed now supported.

 

 

Ahh, I see now!

 

If that's the case, then this new update is simply superb - I will give it a shot and see for myself.

 

The most important thing is that it functions as before. Whether it reads slider values from MCM menu, BodySlide XML, or a basic TXT file - I don't care as long as it does what I want it to.

 

Thanks for clarifying it out! Should I find any issues with it, I'll report it here! Keep up the great work, and (yet again) happy holidays!

Posted

With the new slider system would it be possible to get a True wastland body xml too?

 

I know TWB is just cbbe with more sliders, so would i just need to add these sliders to the cbbe xml file and your mod would read them ok?

 

Also thanks for the mod been using it for some time.

Posted
21 hours ago, Ceclr said:

With the new slider system would it be possible to get a True wastland body xml too?

 

I know TWB is just cbbe with more sliders, so would i just need to add these sliders to the cbbe xml file and your mod would read them ok?

 

Yes, the xml files provided can be overwritten by presets of any body type. 

 

Bug fix release coming soon. Furniture checks aren't working as they should. Message recall isn't working after restarting the mod.

Posted

The number of sliders has decreased and there are no more post-pregnancy changes, etc. Is it no longer possible to set them as before?
Or is it possible to have the same number of sliders as before, just not found?
I honestly think 10 sliders is too few.
If the number of sliders is reduced, I can't update until the number returns to or increases from the previous number.
Sorry if the words are dirty due to translation.
 

Posted
17 hours ago, aramari said:

The number of sliders has decreased and there are no more post-pregnancy changes, etc. Is it no longer possible to set them as before?
Or is it possible to have the same number of sliders as before, just not found?
I honestly think 10 sliders is too few.
If the number of sliders is reduced, I can't update until the number returns to or increases from the previous number.
Sorry if the words are dirty due to translation.
 

 

Extra morphs (pregnancy and permanent) are now loaded directly from outside files. These files reside in “Tools/Bodyslide/SliderPresets” if the option was selected during install. Their filenames start with “EggsPreg ” and “EggsPerma”. They can be edited or overwritten using Bodyslide Studio. They are not be used for building the body.

 

MCM dropdown options under “Morph Settings: Extras” allows to switch between what file is loaded. I hope that helps!

Posted
1 hour ago, Alfakentauri said:

MCM dropdown options under “Morph Settings: Extras” allows to switch between what file is loaded. I hope that helps!

I think Google Translate is making a mistake, but I can't find the item to load that past slider setting anywhere.

MCM in game>
MOD CONFIG>
Wasteland Eggspansion>
Morph Settings: Extras
I'm looking around for a translation of this location and other items, but I can't find it.
I think I'm looking in the wrong place or something...
I would appreciate it if you could give me more details.

Posted
30 minutes ago, aramari said:

I think Google Translate is making a mistake, but I can't find the item to load that past slider setting anywhere.

MCM in game>
MOD CONFIG>
Wasteland Eggspansion>
Morph Settings: Extras
I'm looking around for a translation of this location and other items, but I can't find it.
I think I'm looking in the wrong place or something...
I would appreciate it if you could give me more details.

 

It's these dropdown selections. I'm going to change it so the full filename is listed.

Spoiler

image.jpeg.ab3d7df729e6fd7d19c670bc67356a9c.jpeg

 

Posted

I have tried all four selections as instructed, but it won't load the previous file and I am at a loss.
I may be mistaken, but are you saying that these two settings are the sliders that change during pregnancy and remain the same after the baby is born, and not the sliders that change during pregnancy and return after the baby is born?
Even if I use the current updated sliders, I am having trouble making the same settings because the original 10 sliders have been reduced to 6 sliders.
So, if you could increase the number of sliders, that would be very helpful.

Posted
2 hours ago, aramari said:

I have tried all four selections as instructed, but it won't load the previous file and I am at a loss.
I may be mistaken, but are you saying that these two settings are the sliders that change during pregnancy and remain the same after the baby is born, and not the sliders that change during pregnancy and return after the baby is born?
Even if I use the current updated sliders, I am having trouble making the same settings because the original 10 sliders have been reduced to 6 sliders.
So, if you could increase the number of sliders, that would be very helpful.

 

I'm not sure I understand, but let's go through different possibilities. The previous slider information is gone. It still exits inside MCM/Settings/WLEGG_WastelandEggspansion.ini, but is no longer used, because now external xml files are loaded instead. These new xml files need to be edited in order to have the same sliders. The MCM ten sliders are just for pregnancy belly, not for pregnancy in general or permanent morphs.

 

Also, there was a bug that resulted in some of the slider entries not being read correctly. Garden of Eden needs to be updated, that’s another thing. Thirdly, I recently changed companion morphs to default to "belly only" in an effort to avoid certain conflicts. 

 

The version I just pushed out fixes the slider name problem. 

 

(Override option for experiment eggs is still bugged to high heavens, making companions shoot out emergency chicken eggs like there's no tomorrow, so it's disabled for now.)

Posted

Not sure if you take requests, but I've just thought of something interesting... Would it be possible to integrate WLEGG with Sex Attributes (SA)?

 

Specifically, SA's wear system - I think it'd be interesting if WLEGG would increase SA wear value (depending on whether eggs come out of ass or vagina). After WLEGG labor, SA's wear should be increased to set value because pushing out 20 eggs takes a lot of effort.

 

In addition to increasing wear, it'd be amazing if Player character could earn extra self-esteem, just to award the Player for the trouble.

 

Hopefully you'll at least consider this 😅

Posted
16 hours ago, rubber_duck said:

Not sure if you take requests, but I've just thought of something interesting... Would it be possible to integrate WLEGG with Sex Attributes (SA)?

 

Specifically, SA's wear system - I think it'd be interesting if WLEGG would increase SA wear value (depending on whether eggs come out of ass or vagina). After WLEGG labor, SA's wear should be increased to set value because pushing out 20 eggs takes a lot of effort.

 

In addition to increasing wear, it'd be amazing if Player character could earn extra self-esteem, just to award the Player for the trouble.

 

Hopefully you'll at least consider this 😅

This is an interesting thought and I'd like to second it, perhaps there could even be potential for others forms of wear and tear like extreme egg weight causing crippled legs, etc.

Posted
2 hours ago, SergeantPuddles2 said:

This is an interesting thought and I'd like to second it, perhaps there could even be potential for others forms of wear and tear like extreme egg weight causing crippled legs, etc.

 

Glad to hear my proposal gained a following! 😁

 

On top of that, because laying a bunch of eggs takes both time and effort, WLEGG should also make the Player exhausted and thirsty - it'd make most sense if playing the mod on Survival difficulty.

 

Also, and I've already asked about this before, but I'd like to mention it again - the recovery phase should get updated. The way it works now is perfectly fine, but I'd like to see it further enhanced by only two (2) things:

  • Recovery Potion - a new potion (similar to the one used for Growth and Speed), but once the Player drinks it, the recovery phase ends. The primary goal of this is to make the recovery phase shorter. The morphs should, ideally, be handled separately. What I mean by that is: after WLEGG pregnancy, a recovery phase takes place and deflates certain morphs (morphs that are inflated during pregnancy). What I'm proposing is that once the new Recovery potion is consumed, the Player is able to get pregnant again (because Recovery phase is ended abruptly), but the morphs continue to decrease for the set amount of time, if the Player is not pregnant. If the player gets pregnant, and the morph haven't fully decreased, it should morph on top of those values - this could potentially lead to extreme morphs and additional penalties. Of course, if something like this is possible.
  • Possible pregnancy during recovering phase - this one should make the new pregnancies happen during the recovery phase, but only if the new pregnancy is the same as the last one (for example: rad chicken to rad chicken). The morphs and penalties in this case should be handled and applied identically to how I already explained above in Recovery Potion.

Overall, I genuinely think these additions would enhance the mod by quite a lot, but I understand that not everything can get implemented. If it's possible - give it a go, and if it isn't - don't. No hard feelings either way! 😄

Posted

I appreciate the ideas, but..

 

The recovery period is better left uneventful. Adding more stuff into it adds more complexity and possibilities for things to go wrong.

 

My main currently concern is to have a version that can be left alone for a while.

Posted (edited)
3 hours ago, Alfakentauri said:

I appreciate the ideas, but..

 

The recovery period is better left uneventful. Adding more stuff into it adds more complexity and possibilities for things to go wrong.

 

My main currently concern is to have a version that can be left alone for a while.

Valid points, mods that try to push too much into one mod can often suffer from feature creep and cause then to have problems, FPER and WDF have thus problem and if they were each separated into several smaller mods they'd probably be more stable, not to mention having just a stable finished mod you can leave for a bit and take a break from working on.

Edited by SergeantPuddles2

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