Ordas Turul Posted June 24 Posted June 24 On 6/15/2026 at 6:58 AM, Sometimes15 said: I ran into a similar issue to coyanimefreak on trying this mod out, where the MCM didn't start up at all, but all items were added into the game just fine. SSEdit showed no conflicts. My log didn't have any errors about the player not being initialized, but it did spam 'could not find type emquestaffectedscript in the type table in save', along with 'could not find emconfigeggquestscript, emquesttrackerscript, emquestscript' and a few others in both a current game and in a new one with most of my mods disabled. It really spammed the emqueststaffectedscript error though, the others were one line. After verifying that everything was up to date and I was running the listed prereqs, latest version of the game, and confirming that those files are actually there in the game folders, I still got nothing; no MCM startup, same errors in papyrus. Is there a prior version before 3.1.7 for those initializers that I could try? Or a hidden prereq that isn't listed? Otherwise I'm stumped.           I got this issue too...
chrystelle Posted June 24 Author Posted June 24 2 hours ago, Ordas Turul said: I got this issue too...  If the MCM does not show up, it is most likely some other issue, like not having Papyrus Extender or PapyrusUtil installed. But if you start a fresh game with the latest version installed and logging enabled, I will take a look at the log.
Ordas Turul Posted June 25 Posted June 25 11 hours ago, chrystelle said:  If the MCM does not show up, it is most likely some other issue, like not having Papyrus Extender or PapyrusUtil installed. But if you start a fresh game with the latest version installed and logging enabled, I will take a look at the log. Thank you, just a question: Do you use just PapyrusUtil or with PapyrusUtilNG.... Not to sound ungreatful or critical, but a more detailed and linked list of requirements would really help. I will try to disable mods first, and even try a minimal list of mods, and if nothing helps, send a log file.
Ordas Turul Posted June 25 Posted June 25 (edited) Okay, I have removed a lot of things, the MCM still doesn't load. I'd like to add that when everything was loaded, everything else functioned properly, animations, objects in the world were spawned, effects were applied, just the menu didn't load. I am not sure though about one thing: I went to Anise's cabin, picked up the book, but it didn't grant me any power (the midwife's one). Anyway here is the papyrus log: Papyrus.0.log Edited June 25 by Ordas Turul
Raigokan Posted June 27 Posted June 27 Hi, wanted to give my thoughts as well, since this mod seems to have quite the potential and i like the mechanics so far. Sooo first things first, my testing so far: Well yeah, i'm a Sexlab user so surrender obviously isn't working but i don't really care, since i'm using baka's defeat since pretty much forever and that worked like a charm in combination with this mod. There is no indicator about the amount of Oviposition happening but it's easy to find out with the hotkey after a scene. Pregnancy i didn't really test since im using fertility mode but i saw there no conflicts happening. Regarding the Egg curses, yeah, there were no issues, everything just worked, nothing more to tell there xD Â now to the Plea: Could u, like someone else already mentioned, make it so the Eggs drop out of the Person instead of spawning into the Inventory like it's handled in Egg Factory? (huge fan of that mod as well btw.) And the minor thing, which isn't really that important but would give the gameplay a nice little flavor, is to block the birth if there are chastity belts from Devious Devices involved. Â finally a little Question: Is the amount of eggs level based, amount based, or random? amount based meaning e.g. after 10 incubations of Dragon eggs the probability for more eggs goes up.
chrystelle Posted June 27 Author Posted June 27 4 hours ago, Raigokan said: Hi, wanted to give my thoughts as well, since this mod seems to have quite the potential and i like the mechanics so far. Sooo first things first, my testing so far: Well yeah, i'm a Sexlab user so surrender obviously isn't working but i don't really care, since i'm using baka's defeat since pretty much forever and that worked like a charm in combination with this mod. There is no indicator about the amount of Oviposition happening but it's easy to find out with the hotkey after a scene. Pregnancy i didn't really test since im using fertility mode but i saw there no conflicts happening. Regarding the Egg curses, yeah, there were no issues, everything just worked, nothing more to tell there xD  now to the Plea: Could u, like someone else already mentioned, make it so the Eggs drop out of the Person instead of spawning into the Inventory like it's handled in Egg Factory? (huge fan of that mod as well btw.) And the minor thing, which isn't really that important but would give the gameplay a nice little flavor, is to block the birth if there are chastity belts from Devious Devices involved.  finally a little Question: Is the amount of eggs level based, amount based, or random? amount based meaning e.g. after 10 incubations of Dragon eggs the probability for more eggs goes up.  For the next version, I'm working on changing a few things so that SL users will see oviposition with enabled creature types even if the scenes are initiated in some other way.  For the number of eggs, it depends on the size of the egg and the capacity. This is where capacity modifiers can come into play. Large eggs can also be given a minimum size, which can make the calculation a bit elastic. So for example if the size of a dragon egg is set to 110 and the min size is set to 75 and the player's capacity is 150, what will happen is min size will allow the number of eggs produced to be 2. I've considered automatically increasing capacity by 1 after each gestation, with an added mechanic that somehow reduces it back to default. I'm still considering it, but it's not planned for the next release.  Same goes for eggs being placed in the world instead of directly into inventory. It's something I'm thinking about but not currently in the works. I've played around a bit with Anub's egg-laying animation and the animobject swapper. There are some interesting possibilities. But if I go that route, it would very likely be OStim-only, at least at first.  In short, things planned for next version: - Oviposition enabled for SL users (though they will need some other mod to trigger the scene) - Various bug fixes. For instance, in a recent version, I made a tweak to prevent labor from starting for the PC if the player is in a menu. This meant that the labor-starting concoctions no longer work for the PC since they are always triggered by consuming, with a menu opened. This is fixed in the coming version. 1
chrystelle Posted June 29 Author Posted June 29 (edited) As a heads up, the changes to the Time Bend spell a while back to make it a single spell that affects both the player and a target resulted in a bug that makes unnatural growth potions trigger twice on the PC each time consumed. I also really don't like how the Time Bend spell feel in its current form, so it will probably be re-worked soon. I'm considering either separating it like the weave and midwife spells into "self" and "other" versions, or maybe turning it into an actual shout. Not sure yet. Edited June 29 by chrystelle
pleasetryme Posted June 30 Posted June 30 (edited) @chrystelle not sure does your awesome mod have factions or if there could be some factions added i play with and totally love skyrimnet AI exposure mod it's like can't play without it, if there are factions for npcs and player like if they are like pregnant with a spider egg etc and like how full they are like example spider_egg_womb_host and like spider_egg_womb_forming_0-100 like how far along they are and what not then the ai the females can be shown this and can react and they can see the player is as well i am not a developer or programmer just a skyrimnet player that likes testing these things like fertility mode reloaded i think has factions so the npcs know they are pregnant and stuff would be so cool to have like a female follower or npcs like react like oh fuck i have spider eggs growing in my womb and i am at 90% grown or whatnot - also how does the pregnancy work for like humans i am using a wabbajack list currently thats ostim this time and no pregnancy mods added but want to work with yours to make it the ultimate   i also just grabbed the latest version to just look at i see 3x factions and some auto clean error i decided to run something about Moira's chest  Edited June 30 by pleasetryme typo
chrystelle Posted June 30 Author Posted June 30 41 minutes ago, pleasetryme said: @chrystelle not sure does your awesome mod have factions or if there could be some factions added i play with and totally love skyrimnet AI exposure mod it's like can't play without it, if there are factions for npcs and player like if they are like pregnant with a spider egg etc and like how full they are like example spider_egg_womb_host and like spider_egg_womb_forming_0-100 like how far along they are and what not then the ai the females can be shown this and can react and they can see the player is as well i am not a developer or programmer just a skyrimnet player that likes testing these things like fertility mode reloaded i think has factions so the npcs know they are pregnant and stuff would be so cool to have like a female follower or npcs like react like oh fuck i have spider eggs growing in my womb and i am at 90% grown or whatnot - also how does the pregnancy work for like humans i am using a wabbajack list currently thats ostim this time and no pregnancy mods added but want to work with yours to make it the ultimate   i also just grabbed the latest version to just look at i see 3x factions and some auto clean error i decided to run something about Moira's chest   Currently, there's only one pregnancy/curse faction, EggManiaFaction, with ranks 1-100 matching the progress percent. So this can be used as a hook for things like OAR and dialogue mods, but it won't tell you specifically what the character is cursed/pregnant with.  I'm not clear what you mean about the cleaning error. There should be not ITMs or deleted refs to clean. In the part you have expanded there, that's where a treasure chest is placed in the witch's hut in Eastmarch. The item with black text is the added chest. The items with green text are two items that I moved out of the way of the chest. If you have another mod that touches those two item for whatever reason, that should be fine. Just let whichever mod you want to win load last.  1
arahabaki058 Posted June 30 Posted June 30 Was wondering if anyone could help. The mod seems to work in every way except for actually applying the curses. The MCM, items, and spells all work, but drinking a concoction, picking up eggs, and using the spell to administer a concoction does not result in a curse when using the 'examine' option.
Triberzis Posted July 1 Posted July 1 @chrystelle is this compatible with any of the fertility mode variant mods, i see no mention of it in description. If so how would the 2 play togetherÂ
chrystelle Posted July 2 Author Posted July 2 28 minutes ago, Triberzis said: @chrystelle is this compatible with any of the fertility mode variant mods, i see no mention of it in description. If so how would the 2 play together  This mod detects Beeing Female and Fertility Mode if they're installed and will prevent impregnating/cursing an actor if they're already pregnant via one of those mods. But AFAIK, there is no detection in the opposite direction. In other words, those mods are not aware of EM pregnancy/curse status. It won't really hurt anything if statuses stack on a particular actor. It would just look strange and probably not be what the player is intending.
nanaya114514 Posted July 2 Posted July 2 It looks like MCM doesn't recognize Fertility Mod Fixes and Updates, and it says "Fertility Mod not loaded"? I just switched from Beeing Female to Fertility Mod + Fixes and Updates.
chrystelle Posted July 2 Author Posted July 2 Yeah, there are 3 different FM mods, the OG, the "fixes and updates", and the reloaded versions. EM checks for OG and reloaded. I figured F&U would be similar enough to OG, but I guess not. I really don't want to dig into F&U to see what changed. The only effect is making actors already affected by FM immune in EM. There is no other effect at all.
fistandantilus06 Posted July 2 Posted July 2 Did you guys find a solution for mcm is not showing up, im having the same issue
chrystelle Posted July 2 Author Posted July 2 (edited) If MCM is not showing up, it is highly likely that you are missing one of the required mods. Check to be sure that JContainers, Papyrus Extender, and PapyrusUtil are the correct versions for your version of Skyrim. If there is a version mismatch, the dll will not be loaded, so it is like those mods are not installed at all. Also, there are some older mods (like the OG SexLab) that include bundled versions of PapyrusUtil scripts that are outdated. Make sure PapyrusUtil is not being overridden by any other mods. Edited July 2 by chrystelle
coyanimefreak Posted July 3 Posted July 3 is there a way to fully reset the mod from in game? i have a weird problem where the sliders are over sized.
chrystelle Posted July 3 Author Posted July 3 (edited) 2 hours ago, coyanimefreak said: is there a way to fully reset the mod from in game? i have a weird problem where the sliders are over sized. The best way is to first remove any daedric boons in the tracker mcm that might interfere and then use the "Unweave All" option in the debug menu. Then, do a clean save. Any effects that are left are not from this mod. Before re-enabling the mod, delete your settings files (MCM/Settings/EggMania*) to remove any bad settings that might be baked in. New files will be generated on load. Edited July 3 by chrystelle
huhyeahso Posted July 3 Posted July 3 I just switched from fertility mode, using egg mania the morph isnt working. It did in fertility mode so im not sure whats wrong.
coyanimefreak Posted July 3 Posted July 3 2 hours ago, chrystelle said: The best way is to first remove any daedric boons in the tracker mcm that might interfere and then use the "Unweave All" option in the debug menu. Then, do a clean save. Any effects that are left are not from this mod. Before re-enabling the mod, delete your settings files (MCM/Settings/EggMania*) to remove any bad settings that might be baked in. New files will be generated on load. i meant like a quest reset command or a command that resets everything. the reason this happened was because i reinstalled the mod to try and get it to work
chrystelle Posted July 3 Author Posted July 3 (edited) 55 minutes ago, huhyeahso said: I just switched from fertility mode, using egg mania the morph isnt working. It did in fertility mode so im not sure whats wrong.  Looking at your script log can give you an idea of what's happening that's causing issues. Likely, it is a dependency that is missing or needs to be updated.  10 minutes ago, coyanimefreak said: i meant like a quest reset command or a command that resets everything. the reason this happened was because i reinstalled the mod to try and get it to work  The process I outlined above is the process to reset. There's no easier way. You may need to go back to before you uninstalled the mod to unweave all actors first. Then disable the mod, then clean using Resaver, and then you can reinstall it. In general, for any mod where you take the risk of uninstalling/upgrading on an existing save, you need to remove all effects BEFORE removing the mod from your load order. Edited July 3 by chrystelle
Elayne1 Posted July 3 Posted July 3 Hi! I really like what you're putting together here and I have 2 quick questions. Apologies if these were answered elsewhere. Â 1. Does this mod entirely replace egg factory? Is there any reason to have that mod with this mod? 2. Will this mod conflict or cause issues with other pregnancy frameworks? For example, Beeing Female or Estrus Charus? Â Thanks for any help!
43658936578345678235 Posted July 5 Posted July 5 (edited) On 7/2/2026 at 3:02 PM, fistandantilus06 said: Did you guys find a solution for mcm is not showing up, im having the same issue Try using the patch for skyui 6 and MCM helper, just remember you need to start a new save file, won't appear on a file that you didn't have MCM on before even if you installed the patch Edited July 5 by 43658936578345678235 i am an idiot, it didn't work originally for me because i used the fix on a save that was already broken
fistandantilus06 Posted July 5 Posted July 5 i find a solution for myself i got 2 pyprus extender so i remove one of em and it apper on mcm
ryuusaru Posted Sunday at 07:53 PM Posted Sunday at 07:53 PM I have run into issue of the game crashing every time a defeat scenario happen due to memory allocation issues. I have done mem check, along side other tests but the cause is because of this mod and I'm not sure what to do. Maybe some kind of conflict that causes this to happen but i'm not sure
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