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Curse of Life - Alternate Pregnancy Mod


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Posted

Hi Fairwyn, thanks for making this awesome mod! I've been trying out COL in my current playthrough and it has the potential to become a more modern replacement for mods like EggFactory. I especially appreciate the integrations COL has with other mods like PAIA, SILF, and OAR Labor Animations. I haven't run into any major issues with COL in my mod list of ~700 mods.

 

I've given a try at implementing a feature I wanted, which is the option to lay egg items corresponding to the curses like EggFactory. The attached archive has scripts and sources I've edited which contains minimal changes to the main update function of CurseOfLifeMasterEvent where the labor animation section is, and changes to CurseOfLifeMenu to add two options in the extras tab. Both options only function when labor animations are enabled, and will perform the exact same behavior as the original Curse Of Life when they are off. I'm not very familiar with Skyrim modding so I'm currently unable to provide this as a patch. I want to suggest an option to entirely replace adding eggs directly to the players inventory with dropping eggs on the floor. I'd be happy to take a shot at it, but some of the scripts are quite intimidating and I'm afraid of breaking the existing logic.

 

Anyways, the options added are:

 

Spawn Specific Eggs: During labor animation, lay eggs corresponding to the active curses instead of laying blessed eggs. Chaurus curse will cause the PC to lay chaurus eggs, spider curse spider eggs, and dragon curse dragon eggs. These specific eggs are often launched like a projectile instead of gently dropping to the floor, likely due to physics collision, I'm not too sure how to fix this.

 

Spawn Persistent Eggs: Eggs laid during labor animation will remain in the world instead of being deleted after a delay, and can be picked up. Only takes effect if both labor animations enabled and Spawn Specific Eggs are enabled.

 

 

I've also noticed a few people stating that labor animations don't work. Currently the labor animations only play if a percentPregnant variable >= 100. I haven't done too much testing on this but it seems like the bleedout animation will only trigger if a curse has maxed out on eggs. Checking fill to max in the MCM has caused the PC to always play the bleedout animation for me.

 

I've also reached out to the author of CBBE Oviposition Resources about its deletion on discord, they claimed that they took down the mod for their own reasons and have not posted it on any other site, so it's completely unavailable now together with the OviMovement mod which I think was in the same thread. I hope that someone will make a suitable replacement soon, but its also been a fairly niche mod, so not too much hope on that.

COL_2_3_2_SpawnSpecificEggs.7z

Posted
22 hours ago, ZestyGrill123 said:

Hi Fairwyn, thanks for making this awesome mod! I've been trying out COL in my current playthrough and it has the potential to become a more modern replacement for mods like EggFactory. I especially appreciate the integrations COL has with other mods like PAIA, SILF, and OAR Labor Animations. I haven't run into any major issues with COL in my mod list of ~700 mods.

 

I've given a try at implementing a feature I wanted, which is the option to lay egg items corresponding to the curses like EggFactory. The attached archive has scripts and sources I've edited which contains minimal changes to the main update function of CurseOfLifeMasterEvent where the labor animation section is, and changes to CurseOfLifeMenu to add two options in the extras tab. Both options only function when labor animations are enabled, and will perform the exact same behavior as the original Curse Of Life when they are off. I'm not very familiar with Skyrim modding so I'm currently unable to provide this as a patch. I want to suggest an option to entirely replace adding eggs directly to the players inventory with dropping eggs on the floor. I'd be happy to take a shot at it, but some of the scripts are quite intimidating and I'm afraid of breaking the existing logic.

 

Anyways, the options added are:

 

Spawn Specific Eggs: During labor animation, lay eggs corresponding to the active curses instead of laying blessed eggs. Chaurus curse will cause the PC to lay chaurus eggs, spider curse spider eggs, and dragon curse dragon eggs. These specific eggs are often launched like a projectile instead of gently dropping to the floor, likely due to physics collision, I'm not too sure how to fix this.

 

Spawn Persistent Eggs: Eggs laid during labor animation will remain in the world instead of being deleted after a delay, and can be picked up. Only takes effect if both labor animations enabled and Spawn Specific Eggs are enabled.

 

 

I've also noticed a few people stating that labor animations don't work. Currently the labor animations only play if a percentPregnant variable >= 100. I haven't done too much testing on this but it seems like the bleedout animation will only trigger if a curse has maxed out on eggs. Checking fill to max in the MCM has caused the PC to always play the bleedout animation for me.

 

I've also reached out to the author of CBBE Oviposition Resources about its deletion on discord, they claimed that they took down the mod for their own reasons and have not posted it on any other site, so it's completely unavailable now together with the OviMovement mod which I think was in the same thread. I hope that someone will make a suitable replacement soon, but its also been a fairly niche mod, so not too much hope on that.

COL_2_3_2_SpawnSpecificEggs.7z 35.9 kB · 0 downloads

Could probably use this. It has 12 sliders instead of 6, shouldn't be too difficult to get it going with ovimovement. Comes with normal maps too.

 

Posted (edited)
23 hours ago, ContusionComfort said:

Could probably use this. It has 12 sliders instead of 6, shouldn't be too difficult to get it going with ovimovement. Comes with normal maps too.

 

Thanks for sharing this, I've made a few tweaks to make COL work with SGO4 Oviposition Effect Integration. Oviposition morphs and normal maps are working, and uses the original settings in the MCM. This patch requires SGO4 Oviposition Effect Integration for the assets, SGO4 itself is not needed and the esp for SGO4 OEI should be disabled. Also includes BodySlide sliders for the Erin race, follow the same instructions as SGO4 OEI to build morphs. Also, this patch only works with 3BA, and includes changes from COL_2_3_2_SpawnSpecificEggs

 

Unfortunately I cannot find a working link to OviMovement, so I can't mess around with that. The download link leads to the original Oviposition Resources thread which I can no longer access. I would really appreciate it if you could point me to a working link or send me a copy of OviMovement.

 

COL_2_3_2_OvipositionEffect.7z

Edited by ZestyGrill123
Posted

I saved a copy of the latest version of ovi movement, I'm not the author so I can't help much with how it works, just sharing so you can dissect it.
I did have a hand at adding the sliders to racemenu in the original ovi resources mod, let me know if you want me to share the latest version of that too in here.

OVIMovement 0.0.7.7z

Posted
On 3/25/2025 at 10:18 AM, stavlan said:

I saved a copy of the latest version of ovi movement, I'm not the author so I can't help much with how it works, just sharing so you can dissect it.
I did have a hand at adding the sliders to racemenu in the original ovi resources mod, let me know if you want me to share the latest version of that too in here.

OVIMovement 0.0.7.7z 204.78 MB · 6 downloads

Thanks for sharing this. I've made some tweaks to make it technically work with SGO4 OEI's 12 morphs. However, the BellyMovementHandler() function in OviMove for determining morph size runs very slowly for some reason I have yet to determine. With one or two morphs, it runs fairly smoothly, but with all 12 morphs enabled everything looks choppy. I will likely do some more testing later.

Posted

The author of the ovi movement had a similar issue and was caused by the outfit not having the sliders and added a check to stop it when wearing clothes.
It's made for the original ovi resources which has 6 sliders.

Posted
On 10/22/2024 at 4:55 AM, Celestia 666 said:

noticed that wintersun's faiths seems to prevent blessing via praying, is there a way to fix that, simply loading after it through vortex or loot doesnt seem to help

cheers

getting the same issue, is there a way to patch this?

Posted
On 4/1/2025 at 11:32 PM, mathy7 said:

getting the same issue, is there a way to patch this?

I have no idea if this will work. But I just threw both WinterSun and COL into SSEedit and patched the spells to where I think they will work together?  if not then I'm not sure how to fix it and the mod author will probably need to check on if there is a way to patch it.  The only thing I changed was making the conflicting spells have both effects instead of one overwriting the other.  I didn't test it though since I don't actually have my Skyrim up and going right now. Sorry if this doesn't work! but thought I would at least try.

WinterSun_CurseOfLife_Patch.7z

Posted
22 hours ago, Mezdra said:

I have no idea if this will work. But I just threw both WinterSun and COL into SSEedit and patched the spells to where I think they will work together?  if not then I'm not sure how to fix it and the mod author will probably need to check on if there is a way to patch it.  The only thing I changed was making the conflicting spells have both effects instead of one overwriting the other.  I didn't test it though since I don't actually have my Skyrim up and going right now. Sorry if this doesn't work! but thought I would at least try.

WinterSun_CurseOfLife_Patch.7z 819 B · 1 download

This did the trick! Thx

Posted

I've made some changes to COL and OviMove to make them work with SGO4 Oviposition Effect Integration, since the original Oviposition Resources was taken down. Notably, SGO4 OEI has 12 morphs as opposed to the 6 from Oviposition Resources. The logic for generating morphs in OviMove, which looks fairly simple, slows the script to a halt when applied to 12 morphs. I've found a balance of performance to smoothness by only generating 3 unique morph values, and spreading them among the 12 morphs. This could definitely be improved but I'm satisfied with how it looks for now.

 

Requires Curse of Life 2.3.2 and SGO4 Oviposition Effect Integration.

COL_2_3_2_SGO4OEI.7z OviMove_COL_SGO4OEI.7z

Posted
1 hour ago, ZestyGrill123 said:

The logic for generating morphs in OviMove, which looks fairly simple, slows the script to a halt when applied to 12 morphs. I've found a balance of performance to smoothness by only generating 3 unique morph values, and spreading them among the 12 morphs.

 

Why not reverse the debauchery of SGO4OEI and use the original 6 sliders to poke the gems
For example when there is 1 gem use the 1st slider
2 gems 2nd slider
3 > 3
4 > 3 and 1
5 > 3 and 2 (or 4th slider which has 5 bumps)
you get the idea, I worked so hard to start converting the outfits to the original ovi resources and suddenly it gets tossed away like yesterday's trash.

Posted (edited)
On 4/5/2025 at 8:35 PM, stavlan said:

Why not reverse the debauchery of SGO4OEI and use the original 6 sliders to poke the gems
For example when there is 1 gem use the 1st slider
2 gems 2nd slider
3 > 3
4 > 3 and 1
5 > 3 and 2 (or 4th slider which has 5 bumps)
you get the idea, I worked so hard to start converting the outfits to the original ovi resources and suddenly it gets tossed away like yesterday's trash.

My apologies, I originally failed to understand the code logic. It makes a lot more sense after you explained it. In SGO4 OEI, each slider appeared to move exactly one bump, unlike the original Oviposition Resources where each slider modifies multiple bumps as you described. I did not have access to the original Oviposition Resources and I did not know that was how it worked. I do not mean to say that the code is bad by any means, I just could not understand why a few statements would cause the script to run in longer intervals. Perhaps there is some sort of rate limiting in place, but I'm entirely unsure what is causing it. I did not modify the code for generating morph values at all since it still looked well visually, and I just reduced the number of values generated, so slider 0, 3, 6... uses the same value, 1, 4, 7... uses the same value, and so on, with unique values only generated for morphs 0, 1, 2.

 

What you've done is great! And I'm sure it worked great for the original ovi resources. Unfortunately the author for the original ovi resources took down the mod and explicitly asked for it to not be re-uploaded. Since SGO4 OEI's sliders each control one specific bump, each morph value could be generated independently, I may try to adjust that later.

 

Additionally, I have no experience editing outfits, and I'm unable to modify how the sliders work to reverse the changes in SGO4 OEI. If someone else makes a conversion of it, I'd be happy to reverse whatever changes I've made and re-do it.

Edited by ZestyGrill123
Didn't want to double post
Posted
17 hours ago, ZestyGrill123 said:

What you've done is great! And I'm sure it worked great for the original ovi resources. Unfortunately the author for the original ovi resources took down the mod and explicitly asked for it to not be re-uploaded. Since SGO4 OEI's sliders each control one specific bump, each morph value could be generated independently, I may try to adjust that later.

 

Additionally, I have no experience editing outfits, and I'm unable to modify how the sliders work to reverse the changes in SGO4 OEI. If someone else makes a conversion of it, I'd be happy to reverse whatever changes I've made and re-do it.

Oh I missed the moment when the original ovi resources was removed and the reason for the removal.

I have already started converting some of my outfits to use the original and would prefer it over the SGO4 OEI but if others can't use it anymore I should focus my efforts to help progress the SGO version.

Posted

So, I'm just catching up on all this (I'm very busy with work, so I can only work on this in waves as I can).  Anyway, while I don't mind people putting out patches for COL to be compatible with other mods, I have no intention of making introducing further compatibility to someone's mod that they have taken down for whatever reason in an official capacity and will not share the files or include them in my own mod (Yes, I have people asking for that.)

 

I know that'll be disappointing for some, but I really only have time to make my mod at its core as solid as possible.

Posted

The patch ZestyGrill123 is working on is for the sgo integration of ovi body which is still available.
I still wish to learn the reason why the original ovi body just up and left because I liked that version better but will have to reluctantly change if it's not coming back.

Posted
27 minutes ago, keymaster1965 said:

been using this mod, my PC doesnt actually lay the eggs they just go into the inventory, am I missing something?

 

I purposely do not drop them into the world for the sake of clutter/ease.  If you want optional birthing animations though, look at the supported mods list.  I also think someone was working on a patch up in the comments that would drop the eggs and customize what was shown.

Posted
On 3/22/2025 at 10:18 PM, ZestyGrill123 said:

Hi Fairwyn, thanks for making this awesome mod! I've been trying out COL in my current playthrough and it has the potential to become a more modern replacement for mods like EggFactory. I especially appreciate the integrations COL has with other mods like PAIA, SILF, and OAR Labor Animations. I haven't run into any major issues with COL in my mod list of ~700 mods.

 

I've given a try at implementing a feature I wanted, which is the option to lay egg items corresponding to the curses like EggFactory. The attached archive has scripts and sources I've edited which contains minimal changes to the main update function of CurseOfLifeMasterEvent where the labor animation section is, and changes to CurseOfLifeMenu to add two options in the extras tab. Both options only function when labor animations are enabled, and will perform the exact same behavior as the original Curse Of Life when they are off. I'm not very familiar with Skyrim modding so I'm currently unable to provide this as a patch. I want to suggest an option to entirely replace adding eggs directly to the players inventory with dropping eggs on the floor. I'd be happy to take a shot at it, but some of the scripts are quite intimidating and I'm afraid of breaking the existing logic.

 

Anyways, the options added are:

 

Spawn Specific Eggs: During labor animation, lay eggs corresponding to the active curses instead of laying blessed eggs. Chaurus curse will cause the PC to lay chaurus eggs, spider curse spider eggs, and dragon curse dragon eggs. These specific eggs are often launched like a projectile instead of gently dropping to the floor, likely due to physics collision, I'm not too sure how to fix this.

 

Spawn Persistent Eggs: Eggs laid during labor animation will remain in the world instead of being deleted after a delay, and can be picked up. Only takes effect if both labor animations enabled and Spawn Specific Eggs are enabled.

 

 

I've also noticed a few people stating that labor animations don't work. Currently the labor animations only play if a percentPregnant variable >= 100. I haven't done too much testing on this but it seems like the bleedout animation will only trigger if a curse has maxed out on eggs. Checking fill to max in the MCM has caused the PC to always play the bleedout animation for me.

 

I've also reached out to the author of CBBE Oviposition Resources about its deletion on discord, they claimed that they took down the mod for their own reasons and have not posted it on any other site, so it's completely unavailable now together with the OviMovement mod which I think was in the same thread. I hope that someone will make a suitable replacement soon, but its also been a fairly niche mod, so not too much hope on that.

COL_2_3_2_SpawnSpecificEggs.7z 35.9 kB · 14 downloads

 

I really appreciate the kind words and I'm sorry I haven't responded before now (My life tends to be very bursty on everything being on fire at once followed by patches of brief calm.).  I think I know exactly what needs to happen with the animation issues now not triggering (yep, I always play with fill to max turned on) and I'll get a version out with that fix here soon, thanks!

Posted
On 4/15/2025 at 6:07 PM, stavlan said:

The patch ZestyGrill123 is working on is for the sgo integration of ovi body which is still available.
I still wish to learn the reason why the original ovi body just up and left because I liked that version better but will have to reluctantly change if it's not coming back.

 

That's a mystery I'd also love to know, but meanwhile, does the sgo version need to look for any different morphs?

Posted
1 hour ago, Fairwyn said:

 

I really appreciate the kind words and I'm sorry I haven't responded before now (My life tends to be very bursty on everything being on fire at once followed by patches of brief calm.).  I think I know exactly what needs to happen with the animation issues now not triggering (yep, I always play with fill to max turned on) and I'll get a version out with that fix here soon, thanks!

 

That version is out.  I'm going to make you an API hook for maintaining the EggDrop code so you don't have to worry about version updates.  I'll get it implemented with your latest version as an example of how to use it and add it to MCM as an officially supported plugin if that sounds good to you.

Posted
2 hours ago, Fairwyn said:

 

That's a mystery I'd also love to know, but meanwhile, does the sgo version need to look for any different morphs?

I haven't looked too closely into it but 1 major difference is it has 12 sliders instead of 6 and these 12 sliders represent 1 gem inside the belly each.
Also am I blind or does it lack my script hat adds the sliders into racemenu?

Posted

image.png.4e007ba46a1ea2d76da96c97f3fcf4ea.pngBasically if you visit his profile its no longer ducky the bot and it has this posted on the bio so for those who wanted the reason here it is.

 

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