t0r4k Posted April 4 Posted April 4 On 3/29/2026 at 5:07 PM, chrystelle said: This is not happening for me, so without your log I can't try to figure out what's going on. My bad, tried restarting without fiddling with settings while pregnant this time and the belly deflation seems to be working now. Though I took a look at papyrus log and the belly deflation seems to be counting down even after post-partum. Although it correctly resets to 0. Though, if that number ever goes out of range...but that would take reaaaaly long time, so probably nothing to worry about. Now about the breast scaling and lactation. How long is the lactating status supposed to be? Didn't see it mentioned anywhere. And now that additemmenu for vr is down, I can't explore what items this mod adds, to see if you added some item to stop the lactation. Papyrus.2.log 1
chrystelle Posted April 5 Author Posted April 5 (edited) 5 hours ago, t0r4k said: My bad, tried restarting without fiddling with settings while pregnant this time and the belly deflation seems to be working now. Though I took a look at papyrus log and the belly deflation seems to be counting down even after post-partum. Although it correctly resets to 0. Though, if that number ever goes out of range...but that would take reaaaaly long time, so probably nothing to worry about. Now about the breast scaling and lactation. How long is the lactating status supposed to be? Didn't see it mentioned anywhere. And now that additemmenu for vr is down, I can't explore what items this mod adds, to see if you added some item to stop the lactation. Papyrus.2.log 337.88 kB · 0 downloads It goes on forever unless it's stopped. If you find copy of the Book of Midwives in one of the chests, that's the easiest way to stop it. The Unweave spell you have when you're carrying a copy of the book will completely reset your character. There's also a concoction you can make at a cooking pot. I don't remember the ingredients offhand. Edited April 5 by chrystelle 2
jvjvjvjvjv Posted April 16 Posted April 16 Hey there, so I have the mod and all of its dependencies updated to all latest versions. In-game, the mod is semi-present, I can run "help eggmania" and it will list a bunch of things, I can also use additemmenu to access items from the .esp. However, there is no MCM for eggmania, nor does the pregnancy function work. Papyrus.0.log
chrystelle Posted April 20 Author Posted April 20 It looks like you don't have all the dependencies installed, or perhaps not the latest versions. The latest versions of JContainers, PapyrusUtils, and PapyrusExtender are hard requirements. Many people already have these installed since they are required by some bigger, popular mods, but double-check that you have the latest versions.
jvjvjvjvjv Posted April 20 Posted April 20 1 hour ago, chrystelle said: It looks like you don't have all the dependencies installed, or perhaps not the latest versions. The latest versions of JContainers, PapyrusUtils, and PapyrusExtender are hard requirements. Many people already have these installed since they are required by some bigger, popular mods, but double-check that you have the latest versions. Just to double check, this mod can be used on Skyrim version 1.5.97, right? If so, I reinstalled all requirements listed on the page, including SKSE (just to be sure). The issue still persists. 'help eggmania' in the in-game console lists a bunch of assets, yet there is no MCM menu for Egg Mania.
chrystelle Posted April 20 Author Posted April 20 (edited) 1 hour ago, jvjvjvjvjv said: Just to double check, this mod can be used on Skyrim version 1.5.97, right? If so, I reinstalled all requirements listed on the page, including SKSE (just to be sure). The issue still persists. 'help eggmania' in the in-game console lists a bunch of assets, yet there is no MCM menu for Egg Mania. I'm not 100% sure since I haven't tested it, but my guess would be no since 1.5.97 cannot run the latest version of PapyrusUtil. It can only run up to 3.9, and the latest version is 4.6. The log you posted earlier indicates that many of this mod's scripts are simply unable to initialize. It's definitely not going to work without major issues if that's the case. Edited April 20 by chrystelle
jvjvjvjvjv Posted April 20 Posted April 20 36 minutes ago, chrystelle said: I'm not 100% sure since I haven't tested it, but my guess would be no since 1.5.97 cannot run the latest version of PapyrusUtil. It can only run up to 3.9, and the latest version is 4.6. The log you posted earlier indicates that many of this mod's scripts are simply unable to initialize. It's definitely not going to work without major issues if that's the case. Ahh, that would make a lot of sense. Thanks for the help anyway, and good luck on the mod!
coyanimefreak Posted April 25 Posted April 25 so this mod basicly just replaces egg factory and fill here up with a modern and better "AIO" mod? it would be nice if you could have different morphs for inflation and pregnancy
chrystelle Posted April 25 Author Posted April 25 There are already many more pregnancy and inflation mods for Skyrim than those you listed, each with a different style. This is just my personal flavor, yeah. Egg Factory is mentioned because it was a big influence on this mod. I really liked the lore the mod creator came up with. Also, yes, you can specify different morphs for pregnancy and inflation. I think up to 2 for inflation, and up to 6 for pregnancy (3 belly/3 breast), IIRC. It's been a while since I coded that part.
moninoni Posted April 25 Posted April 25 This would have been the perfect mod if it worked with version 1.5.97, but unfortunately it doesn't. Are there any plans to make it compatible with 1.5.97?
chrystelle Posted April 25 Author Posted April 25 (edited) This mod makes heavy use of both JContainers and PapyrusUtil. These are core mods that continue to be updated but do not port those updates to 1.5.97. So making this mod compatible would mean dropping use of these two mods, which is not something I want to do. They made it possible to add some of the features that were particularly important to me and help make the mod relatively light-weight considering its features/functionality. As one example, I would have to completely re-write the way MCM settings are saved across save games, something that is very important to me. I'm not sure it would even be possible to find a tool to do the same thing in 1.5.97, but even if there were, I would not want to rewrite all of that. I use AE just to have the latest exe version for compatibility, but with almost none of the CC plugins enabled. You don't actually have to use all of that stuff. All of this is just to say that support for 1.5.97 is very unlikely, and it's not because I want to intentionally exclude anyone. It's just not the version I use personally, and porting it would make changing certain design decisions and making the mod not function as well in AE (or else maintain two drastically different versions, which is definitely not something I will do). Edited April 25 by chrystelle
moninoni Posted April 25 Posted April 25 Okay, I understand. Since I have the opportunity, I'll update from ver1.5.97 to the latest version. Thank you for your detailed response. I look forward to more updates in the future.
chrystelle Posted April 25 Author Posted April 25 (edited) It's no small feat to switch, so I can certainly understand the reluctance. You'll have to make sure you also swap out your versions of SKSE, address library, all SKSE plugins that don't use the common lib, etc. It's a major undertaking. I should also point out that I'm not 100% sure this mod is not 1.5.97 compatible. I haven't tested it myself. We have one user report of an issue, and the log shows that the scripts are not able to initialize. But there could be some other issue, like maybe one of the dependencies was not activated or something. We can't say for sure. So if I were you, I would first test with the latest versions of the required mods that are available for 1.5.97 and check your papyrus log for errors. The Hearthfire patches in the FOMOD--if you choose to install one--will require either AE or the BEES mod (backported ESL support). The patches are flagged as "light plugins" to avoid taking a load order slot. Edited April 25 by chrystelle
M0rganLeFay Posted April 26 Posted April 26 I`m having an issue with concotions. Whenever I use them I recieve a notification saying "No curse abilities learned". Did I do something wrong or is it a bug?
chrystelle Posted April 26 Author Posted April 26 (edited) Oh, I see what's happening there. When I changed how the spells work for 2.0, I completely forgot the same script is used for the alchemy concoctions. I need to to split that and use the old way (direct "cast") for the concoctions and the new way (menu) for the spells. I'll work on a fix tomorrow. EDIT: New version just posted. Thank you for reporting. Edited April 26 by chrystelle 1
M0rganLeFay Posted April 26 Posted April 26 12 hours ago, chrystelle said: Oh, I see what's happening there. When I changed how the spells work for 2.0, I completely forgot the same script is used for the alchemy concoctions. I need to to split that and use the old way (direct "cast") for the concoctions and the new way (menu) for the spells. I'll work on a fix tomorrow. EDIT: New version just posted. Thank you for reporting. Thanks bro
coyanimefreak Posted April 27 Posted April 27 On 4/25/2026 at 12:35 AM, coyanimefreak said: so this mod basicly just replaces egg factory and fill here up with a modern and better "AIO" mod? it would be nice if you could have different morphs for inflation and pregnancy nvm the inflation was just a coincident. but the rest is really cool
botdayzer Posted April 30 Posted April 30 Could you add one or two more belly morph sliders in MCM please.
chrystelle Posted April 30 Author Posted April 30 (edited) 7 hours ago, botdayzer said: Could you add one or two more belly morph sliders in MCM please. Here's a quick test patch with 5 belly morphs, 5 breast morphs, and 3 inflation morphs. Let these files overwrite the exiting copies. Let me know if you have any issues with it. If it goes smoothly, I'll include this in the next version. I'm curious how 5 morphs would perform with a large number of affected actors. I also noticed and fixed a bug where inflation morphs 1 and 2 were both mapped in the mcm to the max set for morph 2. This didn't have any effect if you never changed the setting and just used the defaults. Egg Mania Test Patch - 5 morphs.zip EDIT: You will have to do a clean save for the new morph values to take effect. Save files with the old limits will still have those limits even if you set the values in the MCM since script properties are persistent in save files. EDIT 2: I just realized a flaw in the way I coded this. I wanted to implement it in a way that it would not impact performance if fewer morphs were set. So I put in new logic to cache the number of morphs set of each type (belly, breast, male belly [if enabled], male breast [if enable], inflation) at the start of each progress update. This way, when it applies to each actor, the loop doesn't have to loop through all morph slots and see if they are set. Right now, it will loop through the 3 belly morphs, see if the morph name is set, and if so apply the morph max adjusted for progress. Example: With the new logic, if only one belly morph is set, that count would be cached, and then for each NPC, the 'loop' through all the belly morphs would be capped at 1. If 3 are set, it would be capped at 3. The potential issue with this is what happens if morphs 1 and 3 are set, for example. The count is 2, so it only loops through the first 2. Maybe this is still the way to go, just needs to be adjusted for in the MCM so people don't leave empty slots and get unexpected behavior. EDIT 3: After thinking about it, I decided a good compromise approach would be to cut off the loop at the slot of the last set morph. So in the example above, the loop would include morphs 1-3 (even though 2 is not set), but skip 4 and 5. Performance will be a little better if no slots are skipped, but not the end of the world and no unexpected behavior. Here are the replacement scripts: EMQuestScript.pexEMQuestTrackerScript.pex Edited April 30 by chrystelle
M0rganLeFay Posted May 6 Posted May 6 I've been using the mod for about a week and a half and I really liked it, specially how customizable it is. There's just 4 things I would like to have. Compatibility with P.A.I.A Expansion. Something similar to Egg Factory where the eggs are layed during the animation could even be optional. A decrease to breasts when not lactating (Idk if that's on the mod right now, mb in case it is and I just did something wrong) And items, mainly amulets from the mod being sold or found in random loot. (Again, my mistake if there is and I didn't see. I know I'm asking too much but would appreciate so much if you could add.
chrystelle Posted May 7 Author Posted May 7 (edited) On 5/5/2026 at 10:45 PM, M0rganLeFay said: I've been using the mod for about a week and a half and I really liked it, specially how customizable it is. There's just 4 things I would like to have. Compatibility with P.A.I.A Expansion. Something similar to Egg Factory where the eggs are layed during the animation could even be optional. A decrease to breasts when not lactating (Idk if that's on the mod right now, mb in case it is and I just did something wrong) And items, mainly amulets from the mod being sold or found in random loot. (Again, my mistake if there is and I didn't see. I know I'm asking too much but would appreciate so much if you could add. I'll definitely keep this in mind. I don't personally use PAIA Expansion, but making an OAR config file for it should be pretty straightforward. I can probably do that for next release. Showing the eggs in the world (as opposed to inventory) is not something on the horizon for right now. But who knows, maybe some day. The breasts should go back completely to normal when not lactating. But lactating is automatic and doesn't stop until manually stopped using unweave or a concoction for drying milk. I could add a configuration option to disable lactation starting automatically after a gestation. I have your same thought about the amulets. I've purposely made them somewhat rare for now because I'd like to remove them entirely from the game world and add optional SPID and SkyPatcher configs instead. So you could choose either option to have them added to leveled lists. Edited May 7 by chrystelle 2
Tiptopbunman Posted May 10 Posted May 10 Agree with the other guy, a way to stop lactation - Maybe see what they're doing over at SGO4? Might I also suggest looking at the way Gaztec has put together WinterWeights, which allows for an entire preset to be loaded in/configured to have morph sliders apply towards, certainly another solution to introducing slider control and pretty well done imo.
chrystelle Posted May 10 Author Posted May 10 (edited) There are already multiple ways to stop lactation, and all MCM settings (including sliders) are automatically saved when you exit. It saves to a file outside the mod directory, so it will persist across saves and across mod updates. Edited May 10 by chrystelle
Tiptopbunman Posted May 11 Posted May 11 20 hours ago, chrystelle said: There are already multiple ways to stop lactation, and all MCM settings (including sliders) are automatically saved when you exit. It saves to a file outside the mod directory, so it will persist across saves and across mod updates. For sure, I think what I was trying to get at moreso by suggesting having a look at how WinterWeights methods of implementation works is that you might find it useful to see how it handles the loading in of slider configs in a way that does not inherently require manual creation of additional slider slots by the mod author. Rather it provides a framework for the user to directly add or remove slider slots and configure, which the WW equivalent of the Morph update script checks and then actions accordingly. I felt you might appreciate it as it could save you the hassle of dealing with people asking for versions with more config slots. (me lol) I can see that you have a few in-game options for how to handle the lactation event, but I do feel that it is rather annoying, and also looks kinda goofy running around with the effect constantly applying. From a gameplay perspective it could be considered unwieldy to provide the player with a limited item consumable to an instantaneous 'call to action' event. Hence why I suggested looking at what SGO provides as a solution, as whilst there are ways in-game in the forms of item to stop the lactation effect from occuring, providing the player with an immediate 'temp' solution (sgo allows the player to action a milking animation which provides a temporary resolution and creates a fun interaction) changes the dynamic of the gameplay experience from a status effect 'to be dealt with' to a status effect 'to be played with'. That was all. I hope my thoughts are of use 1
chrystelle Posted May 11 Author Posted May 11 (edited) Okay, I see what you're saying. I think probably I'll add the option that prevents lactation from automatically starting (for people who don't want it or prefer some other framework). I might even install and look into compatibility with MAL. But otherwise, at least for now, I'm not planning any changes to how lactation works. For the sliders, I don't want to install the other mod right at the moment, but I think I maybe see what you're saying. If so, then it mean pre-defining morph names and allowing those to be selected in the MCM as a configuration. The reason I don't want to do that is right now the mod is not dependent on any particular body or any specific version of that body. When I feel like the mod does everything I want it to do, I'm sure I'll move on at some point. Five years from now, if lots of people are still playing Skyrim and some completely new body is all the rage, I don't want this mod to be obsolete. Allowing complete flexibility like the mod does now is a bit of a pain to set up the first time if you want to use a lot of sliders, but the tradeoff is that it's more future-proof. As a compromise, the mod already provides the morph names that most people will want to use for CBBE/3BA and HIMBO to help you get started. EDIT: To summarize what I will probably work on next: 1) Option in the MCM to turn off lactation and possible integration with MAL, if detected. 2) Option to gradually decrease movement speed as belly size increases past a certain threshold, and separate option to gradually decrease speed if breast size increases over a certain amount. Will not stack, though. 3) Add configuration file for PAIA Expanded. 4) Considering adding magicka cost to the curse, weave, and midwife spells. They were all set at 0 initially, mostly to make testing easy. But I want to give some reason to sometimes prefer the alchemy route, and also to level up magic skills. The "intuition" key (G by default) would still cost 0 magicka. Open to feedback on this. EDIT2: I decided to search youtube for a video on winterweight, and I found this one that shows the MCM: That preview function is pretty nice. I just might do something like that, but it would be after the current priorities. Edited May 11 by chrystelle 1
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