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Posted
2 hours ago, chrystelle said:

Version 1.1.3 is probably going to be the last hotfix for a few days unless there are any new major bugs reported.

 

For version 1.2, I'm working on completing a few todos I left open, like better NPC tracking in the MCM menu.  Here is what is planned for now:

 

- Improve the Examination spells to show the status of the different bonuses that are possible from the weave spells.

- Implement stat tracking in the MCM.  Probably will be very basic at first, but could use the data at some point for a leaderboard of sorts,?

- Add notification feedback when spells are applied by the player so that you don't have to use the G key to see if your spell worked.

 

I'm considering consolidating all the spells to de-clutter the menu.  Instead of every individual spell of each type having its own entry in your spell menu, there would be 4 main spells:

 

- Curse

- Weave

- Meditate

- Midwife

 

Each of these 4 spells would bring up a UIExtensions list menu that would let you select which specific spell you want to use.  Thinking about tying each category of spells to a book.  Like for instance, the Book of Midwives added by the mod would be the obvious choice for the midwives spells.  When you have the book in your inventory, the spells are available in your spell menu, and when you put the book away, the spells go away.  This is how it works now with the baby renaming and weaning spells, if anyone has played around with that.  When you're holding a baby, you have the spells.  And when you're not, they leave your menu. 

Hmm maybe have it interact with Inflation Framework (not the NG version) could help handoff the inflation to IF?

Posted (edited)

Is there a way on LL to attach your Papyrus log?  To fix it, I have to be able to reproduce it, so would need a lot more detail.  The log would be the easiest way to get that.

 

EDIT: Also include which version you have running.  There was a bug that was fixed in 1.1.2 having to do with player item counts.

Edited by chrystelle
Posted (edited)
5 hours ago, chrystelle said:

Is there a way on LL to attach your Papyrus log?  To fix it, I have to be able to reproduce it, so would need a lot more detail.  The log would be the easiest way to get that.

 

EDIT: Also include which version you have running.  There was a bug that was fixed in 1.1.2 having to do with player item counts.

yes there is, do you know how to get the log?

Edited by Cyberdev
Posted

Papyrus logging has to be enabled in your ini settings, so I think if you're not sure, you probably don't have it enabled.  That's okay, I'm not sure how useful it would be given how much the mod has changed over the last few days.  I appreciate the report, though.  Hopefully soon updates will be much less frequent as bugs are found and squashed.

Posted
On 3/11/2026 at 9:23 AM, chrystelle said:

 

I found this patch, which is really helpful since it tells me what spell id to look for to signify a SGO pregnancy.  So that part is easy enough.  I don't know how to find the lactation signal without digging into the mod, which I really don't want to do right atm.  If someone can provide the form id, I'm happy to add a check for it.


So, the recommendation from Murphie is to use the factions. Lactation should normally occur after pregnancy has progressed, so just checking for a SGO:IF pregnancy and blocking eggnancy should hopefully be enough. 


xx00081D - FactionPregnantPercent  (Sgo4IF.esp)

xx00081E - FactionInflatedPercent  (Sgo4IF.esp)

or

xx0048C2 - dse_sgo_FactionProduceGems  (dse-soulgem-oven.esp)

xx0048C3 - dse_sgo_FactionProduceMilk (dse-soulgem-oven.esp)

 

 

Quote

FactionPregnantPercent for pregnancy, but also needs to check FactionInflatedPercent if an actor is inflated, as that might cause pregnancy.
 

If author would rather completely rule out pregnancy if SGO4IF is active on an actor (this might be prefferable) Have them check for the dse_sgo_FactionProduceGems and dse_sgo_FactionProduceMilk factions.

 

Posted
2 hours ago, DHaranEmpire1 said:

I'm unable to get the MCM to load.  I know it's installed and it shows up fine on the additems mod.  Not really sure what to do.

 

It's really hard to say why this sometimes happens with MCM menus.  Unfortunately, it's a broader issue than this mod in particular and not something I can really address.

 

I know there are still bugs in the mod, though, so please keep the bug reports coming.  I don't have as much time to play right now as I'd like, so it's hard to test out everything.  But I want to fix anything that's not working as expected.

Posted

Anyone else having an issue where the Egg Mania Egg MCM isn't saving you changes?  I've tried it with and without Menu Maid 2.  I make changes to the settings, exit the MCM, come back and the setting are still at the default.

 

Posted

Do you by chance have a setup where  your skyrim exe is not able to write to your data folder?  The settings should be save to a file at Data/MCM/Settings.  There are a few mods that use this location.  Saving here means that if you update the mod using something like mod organizer, it doesn't automatically reset all your saved settings.

Posted

I tried changing a few things and then saved and reloaded, everything stuck.  Maybe there is a specific setting that has a problem?  Do you remember specifically what setting it was you were trying to change that was reverting?

Posted

Hello, I have all of the requirements for the mod installed and can see the mod and its items when I use AddItemMenu, but I cannot actually get the features of the mod to work, nor see an MCM for the mod, is there any way to fix this?

Posted

Try looking in your Papyrus log to see if there are any relevant error messages.  There should be entries in the log that the eggs have been initialized, the mcm loaded, etc.  If you see errors, that could point to what might be causing it.  Also, installing a mod in an existing play through can cause MCM to take an extremely long time to initialize big menus, and the Egg Mania menus are heavy just because they include lots of options (e.g., lots of different eggs, and each setting of the egg is configurable).

Posted

Really good mod and i hope you continue working on it! the only probleme i encountered in a hour of testing is that the lactation after birthing does not progress. the message box says the char is lactating but after days ain't got no milk. Thank you for all the work!

Posted (edited)

Thank you.  Does it not get added to your inventory?  It's pretty subtle, but you should be getting the milk ingredients added to your inventory periodically based on your settings.  If not, could you post your Papyrus log as an attachment?  It will help me figure out what's going on.  Also, did you change the milk rate settings from their default?  Maybe there is an edge case that's resulting in nothing being added.

 

EDIT: Also, specifically which milk type?  Maybe one of the types is set incorrectly.

Edited by chrystelle
Posted

So, is there any carry weight debuff? Would really love it if there was.

Don't like it when you waddle around with huge belly, but it doesn't affect player negatively at all. 

Posted

A configurable setting for carry-weight debuff is definitely something to think about.  And perhaps a movement speed debuff as well, with both getting progressively harsher as belly size increases.

Posted

I'm thinking through a change to the way child-spawning works in 2.0.  This is only related to the pregnancy option you can enable if you're using Ostim.

 

Currently, the mod uses assets based on/similar to the OG RS Children mod for the human races (Breton, Imperial, Nord) and more potato-head-like children for the mer and beast races.  The facegen assets for these make a large portion of the download size, which is kind of annoying.

 

People modding Skyrim today I think tend to use a child overhaul of some sort, the most popular ones being RS Children, Realistic RS Children, and Children of the North.  (The last two are both based on RS Children and require it as a dependency). This causes the issue that the children from this mod are unlikely to match the stylized look of other children in the game.

 

It occurred to me that I could get around this issue of not matching and also slice the mod size down considerably by taking a very different approach when child go from baby to child.  Instead of having custom base NPCs for each race/gender, the mod could just use the existing base children and make copies of them, give new AI packages, rename them, and voila, children who fit in more with the modded game world, no matter which npc overhaul is used.  The player could choose to let the mod choose randomly any child matching the determined race/gender, or alternatively specify exactly which child's features to copy.

 

The biggest downside to this approach is that these overhauls only modify the base game children and child races, so no beast or mer included.  There is a mod called Aymar and Friends for RS Children that has mer children.  It has also been adapted for both Realistic RS Children and Children of the North.  So features could be drawn from there, but it would require the player to have that mod installed to have mer children.  I would need to look for a similar mod that adds beast children that could be copied, or else keep the current assets for those as is.

 

Lastly, I'm also looking at ways to randomize things like hair color and eye color, and perhaps to also provide a way to "reroll." In theory, this could allow you to try to match parental features somewhat.  I can't see a way to match it programatically since players have lots of eyes, hairs, etc added by mods.

 

Anyway, that is what I'm currently noodling on.  Putting it out there in case anyone has any thoughts.  

Posted

Postpartum seems to never end for me. Waited double the indicated 7 days. The belly got to that 20% after birth, but after that it never got down. Lactating persists too.

Posted (edited)

I can't seem to get the mod to work, I have the requirements, but it's not shown in additemmenu, and it's not even appearing in the Papyrus log, so it's like it's not being loaded at all for some reason.
Also when I remove the mod and load a save, I don't get the popup about the save relying on mods that are no longer in the game, so it wasn't registered at all.

Edit: Egg Factory also is having these exact same issues, I tested both, so not sure if it's something wrong with my game. Is this compatible with 1.6.640? If I need BEES, that causes a CTD for me for some reason so I'm unable to use it.

Edited by Betris

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