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[Mod]BG3 Pregnancy Mod


St8cy

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Posted

This mod is just wonderful! Is it possible to add multiple pregnancies to it?

 

For example, I know that in reality it is possible to have several “ova” in the uterus. Plus, this also occurs in animals. For example, this could be added for some nekomimi race.

Posted (edited)
7 hours ago, NeedSomeSleep said:

This mod is just wonderful! Is it possible to add multiple pregnancies to it?

 

For example, I know that in reality it is possible to have several “ova” in the uterus. Plus, this also occurs in animals. For example, this could be added for some nekomimi race.

The functionality for multiples is there, it's just that we haven't implemented support for many races yet, so a lot of pregnancies will default to human count and duration. Iirc the races that currently have multiple offspring (according to the document we used for inspiration) were Dragonborn (1d3), Half Orc (1d3), Halfling (1d2) and Githyanki (1d3), the other races just roll 1d1 which will always result in 1 offspring, the only exception is if the pregnancy save resulted in a critical fail, in which case we double the number of dice rolls for offspring. If you have recommendations for offspring count and pregnancy duration of specific races, please let us know and link the mod so we can add it.

Edited by St8cy
Posted

Just wanted to say that this mod is amazing, and singlehandedly got me back into BG3. Also pairs amazingly with the Combat Sex mode. I am very eagerly awaiting model changing tied to pregnancy progression, it just doesn't feel the same swapping out armor models every time you move up a stage.

 

Thank you for your amazing work!

  • 4 weeks later...
Posted

hello my dragonborn is not able to bring the pregnancy effect on npcs even after using bypass compatibility cheat in the mod is there something im missing?

 

Posted

Been playing with this mod a lot over the past few weeks and it's been great, but I wanted to propose one option (no idea how feasible it would be).

 

Would it be possible for an option to make pregnancy occur on a successful skill check, rather than a failed one? It's always made more sense to me that a healthier person with higher CON would be more likely to succeed. For practical purposes and playing with the combat sex mod, it would also be nice to be able to play some higher CON characters who can survive longer in the thick of things where they can get assaulted more often, but also don't just beat every roll.

 

Again, I could be totally wrong in how difficult this is to implement, but I feel like it would an excellent candidate for a little checkbox in the MCM that would give players much more control over how they wanted to play.

Posted

Just a warning for anyone looking to try this at the moment, but don't use this with the 2.0v of BG3SX. It will load in the MCM, but doesn't appear to have functionality otherwise.  I did downgrade bg3sx (to v1.5.1) and it worked there, so use that for the time being. 

  • 1 month later...
Posted (edited)
1 hour ago, AverageTomboyEnthusiast said:

Do we have an ETA on when the mod will be compatible with BG3SX 2.0?

Just gonna post the same thing here:

Quote

Most of the work to get both mods compatible with BG3SX 2.0 is already done, we just weren't going to release the pregnancy mod without the bodymorphs because we're frustratingly close to having them working. That being said there's no reason why the other mod should be held back, we just wanted to release them both together. I'll have a look at finishing the compatibility update tomorrow and see if it's possible to release both in their current state.

 

Also, while I'm here, if anyone knows how to override the game's blueprint files without breaking everything,please let us know because that's the only roadblock for us right now, but it's a big one.

 

Edited by St8cy
Posted
3 hours ago, St8cy said:

Just gonna post the same thing here:

 

Yeah man, sorry for double post, wasn't sure if they were tied lol.
Btw i'll follow the topic for updates and i'll snipe that download the moment it drops.
Don't know how the bodymorphs would work in BG3, but couldn't people use those body-dresses that basically give a different look to the body, as a patch on the leak while we wait for the mod to be done?
Also, what's the thing about blueprint files? I'm new to modding Baldur's.

Posted
1 hour ago, AverageTomboyEnthusiast said:

Yeah man, sorry for double post, wasn't sure if they were tied lol.
Btw i'll follow the topic for updates and i'll snipe that download the moment it drops.
Don't know how the bodymorphs would work in BG3, but couldn't people use those body-dresses that basically give a different look to the body, as a patch on the leak while we wait for the mod to be done?
Also, what's the thing about blueprint files? I'm new to modding Baldur's.

Yeah, I'd recommend using a pregnancy outfit mod with an armor transmog mod for the time being, there are some good ones on Nexus. Will try to get the update out ASAP (The Pregnancy mod is 100% done now that BG3SX has reimplemented the ModEvents, the CombatSex is about 50% but most of it is cleaning up the old stuff that no longer works, both should be out soon)

 

The blueprint files are basically flow charts that tell the character what additive animations to layer on top of each other depending on the character's statuses and what actions they're doing - there's quite an interesting GUI in the toolkit, but it's also a bit overwhelming when you first open it. We're using the blueprint to add the bodymorph animations because afaik it's the only place I can apply additive animations. Someone correct me if I'm wrong but I think BG3SX (or BG3AF I forget which) disables all of these additives by switching to the photomode blueprint, so they can play their own animations without interference - I'm planning on looking more into this next, but it's a bit over my head tbh.

Posted
8 hours ago, St8cy said:

Yeah, I'd recommend using a pregnancy outfit mod with an armor transmog mod for the time being, there are some good ones on Nexus. Will try to get the update out ASAP (The Pregnancy mod is 100% done now that BG3SX has reimplemented the ModEvents, the CombatSex is about 50% but most of it is cleaning up the old stuff that no longer works, both should be out soon)

 

The blueprint files are basically flow charts that tell the character what additive animations to layer on top of each other depending on the character's statuses and what actions they're doing - there's quite an interesting GUI in the toolkit, but it's also a bit overwhelming when you first open it. We're using the blueprint to add the bodymorph animations because afaik it's the only place I can apply additive animations. Someone correct me if I'm wrong but I think BG3SX (or BG3AF I forget which) disables all of these additives by switching to the photomode blueprint, so they can play their own animations without interference - I'm planning on looking more into this next, but it's a bit over my head tbh.

Alright yeah, i think i get, but it does sound pretty confusing. (i'm fairly sure it's AF tho, not SX, cause i remember the description was saying something about handling photomode for compatibility)
I'll be anxiously waiting for both to drop tho, even if the morphs are still far :triumph:

Posted
On 1/17/2026 at 6:55 PM, St8cy said:

omeone correct me if I'm wrong but I think BG3SX (or BG3AF I forget which) disables all of these additives by switching to the photom

 Wow nice job, now the only left is the bodymorphs and this mod is complete. 

Posted (edited)
2 hours ago, AverageTomboyEnthusiast said:

How does one add the "taboo" passive to a character? So that the TAV is unrestricted without having to completely toggle off the compatibility chart

Right now the only way to get this passive naturally is on Dark Urge, but you can paste

Osi.AddPassive(Osi.GetHostCharacter(), "PregMod_Taboo")

into the scriptextender debug console to apply the passive to the currently selected party member - tbh I can't remember how to enable the console so you'll need to look that up, but once it's open just click into the window, hit enter to enable input, paste the code (ctrl+v or right click) and hit enter again. We will be adding other sources of the mod's passives in the future, but for now it's pretty limited.

Edited by St8cy
Posted
39 minutes ago, St8cy said:

Right now the only way to get this passive naturally is on Dark Urge, but you can paste

Osi.AddPassive(Osi.GetHostCharacter(), "PregMod_Taboo")

into the scriptextender debug console to apply the passive to the currently selected party member - tbh I can't remember how to enable the console so you'll need to look that up, but once it's open just click into the window, hit enter to enable input, paste the code (ctrl+v or right click) and hit enter again. We will be adding other sources of the mod's passives in the future, but for now it's pretty limited.

I managed to add it through the easycheat mod, with the debugging toolkit. Turns out i was just looking in the wrong place, cause i was looking through tags instead of passives, lmao.

Posted

I've been seeing some... baffling behaviour. Spontaneous, immaculate, and permanent (regardless of progression settings) male pregnancy upon a short rest (same status removes and reapplies itself each short rest), specifically.
I'm not sure how to re-pack BG3 mods to test if I'm correct, but I've found a way to unpack them with BG3MM and skim the code, and it appears that the current version of this mod has a debug function accidentally left enabled on line 94 of Mods/Pregmod/ScriptExtender/Lua/Server/Listeners.lua that gives the "Heavily Pregnant" status (on its own) to the active character any time a short rest is used?
Unless I'm reading it wrong.

Posted
24 minutes ago, auajg0v5 said:

I've been seeing some... baffling behaviour. Spontaneous, immaculate, and permanent (regardless of progression settings) male pregnancy upon a short rest (same status removes and reapplies itself each short rest), specifically.
I'm not sure how to re-pack BG3 mods to test if I'm correct, but I've found a way to unpack them with BG3MM and skim the code, and it appears that the current version of this mod has a debug function accidentally left enabled on line 94 of Mods/Pregmod/ScriptExtender/Lua/Server/Listeners.lua that gives the "Heavily Pregnant" status (on its own) to the active character any time a short rest is used?
Unless I'm reading it wrong.

Lol, it works for me too, first day pregnancy and already heavy

Posted
4 hours ago, auajg0v5 said:

I've been seeing some... baffling behaviour. Spontaneous, immaculate, and permanent (regardless of progression settings) male pregnancy upon a short rest (same status removes and reapplies itself each short rest), specifically.
I'm not sure how to re-pack BG3 mods to test if I'm correct, but I've found a way to unpack them with BG3MM and skim the code, and it appears that the current version of this mod has a debug function accidentally left enabled on line 94 of Mods/Pregmod/ScriptExtender/Lua/Server/Listeners.lua that gives the "Heavily Pregnant" status (on its own) to the active character any time a short rest is used?
Unless I'm reading it wrong.

Yup, that's a debug function left over from bodymorph testing, I was in a rush packaging the file because I won't be able to work on it over the weekend and forgot to remove it, newest version should fix it. (Also sorry if there was notification spam uploading the new file, rushing made me fatfinger the button a bunch)

Posted
On 10/2/2025 at 11:50 PM, St8cy said:

After a pregnancy ends, receive an appropriate offspring item (Baby/Egg)

 

Would you consider tadpoles as an optional feature? For the folk who are into pregnancy without necessarily being into conception. I suppose tadpoles would make some sense, and give you a gameplay reason to engage with the mechanic.

 

Awesome mod. 💜

Posted
13 hours ago, mansu4321 said:

 

Would you consider tadpoles as an optional feature? For the folk who are into pregnancy without necessarily being into conception. I suppose tadpoles would make some sense, and give you a gameplay reason to engage with the mechanic.

 

Awesome mod. 💜

Interesting idea, we might even tie that to the choice at the end of Act 2

Spoiler

of becoming half-illithid

to give that choice a bit more impact on gameplay than it does in a vanilla campaign (We'll probably make it a toggle as well so people can customise how they want to roleplay). Thanks for the suggestion.

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