KazeYako Posted Monday at 12:05 PM Posted Monday at 12:05 PM (edited) View File PalBreeder - A Palworld Breeding System Introduction This is my first real Palworld mod, LoversLab mod or even Unreal Engine mod, that I've made, so a lot of firsts. There will probably be some rough edges until I get a grip on how these things and systems should be handled. But I could not wait any longer for a full pregnancy mod for Palworld, so I went ahead and started PalBreeder. I always loved the old OGs like Being Female, Fertility, and Milk Mod Economy from Skyrim, and missed them. I think Palworld has the perfect base to include this into the normal gameplay loop, so here we are. Depending on my time and the general interest in this kind of mod, I'll see how far this one grows. Mod Description What this mod is / should be A persistent, female player-focused breeding system for Palworld — fertility cycle, conception, pregnancy, lactation, incubation, offspring outcomes, breeder progression and full lineage tracking. Focused on Offline / Single Player modes. This mod does not support male players or multiplayer. Status: Early alpha. It's still very much in active development. Expect rough edges. This also currently limits the supported version to the Steam release of Palworld. I don't know if there are general differences on other platforms or just installation path differences, but keep that in mind. Feature Overview Spoiler (New) Heat / Frost resistance with inserted egg (New) Hunger change now fully implemented with some adjustments (New) Quick widget information panel, giving you quick informations. (New) Milk generation and milking (Now with milking option in the menu) Five-phase fertility cycle with configurable HUD Scene-based donors, conception, and weighted paternity Persistent pregnancy and personal incubation Egg delivery, storage, and direct Pal birth Custom animated insertion/birth sequences (Yes they are a bit rough, never animated before) Craftable breeding medicines Lineage browser and aimed-Pal lineage card Coordinated gameplay pace profiles A lot of settings for customization and fine tuning Per-save persistence (WIP) Ten breeder levels with talents, rarity, and passive inheritance (WIP — barebone functional) Currently Planned Features Spoiler Updated Integration with SCake Egg Related buffs like frost or heat resistance True vanilla breeding integration with the option to combine the seed of different pals Integrated milking mechanic (Done) Fully Fleshed out Leveling and Skill System Support for external animations through SCake/Altermatic More visually appealing ui and mod page 🙂 Requirements Spoiler Hard Requirements: UE4SS - (v3.0.1) BPModLoaderMod (Part of UE4SS) SugarCake/SCake (version 0.7.03) + PalSchema Optional: KazeBody — recommended body replacer, needed for the intended visual result (also on this page) PlayerMorphFramework — smoother morph coordination with other body-aware mods Body mod compatibility: should work with any body mod that includes morphs for "Preg" and "BreastSize" — not exclusive to KazeBody. Installation Spoiler ⚠️ Before You Install - General Early Development Warning and Info The file path needs to be this "Pal/Content/Paks/~Mods", and is Case-Sensitive. This will be fixed with a future version, but if you are currently experience crashes with the mod or your settings and progress isn't saved, make sure that the path is like in the example. ".../~mods" does not work currently. Back up your saves. This is an early alpha build — save persistence across future patches is not guaranteed. Built and tested against SugarCake/SCake 7.03+. Newer SCake versions have made significant changes to their own pregnancy/tracking systems — it should mostly work, but I can't currently vouch for anything past 7.03 until I've had time to properly test it. This thread will be updated as the mod develops. Check back for changelogs and version notes. ------------------------------------------ Download the mod archive from this page, or all of them (PalBreeder, PlayerMorphFramework, KazeBody). Unzip it. Copy the extracted folder into your Palworld Mods directory. Start the game. If everything worked, you should get a small notification that PalBreeder is loaded, on the start of Palworld Mod Hot-Keys Opens the PalBreeder menu: O (not a Zero) Pal Info Card: Holding ALT How It Works Spoiler The core loop A real fertility cycle drives everything, shown through a HUD you can configure to show as much or as little as you want. Line things up during a qualifying scene and you'll retain a donor — paternity and viability are tracked behind the scenes until conception happens. From there it's pregnancy, with physical and gameplay effects, through to full term — where you choose to deliver an egg or carry things through to the end. Existing eggs can also be fed into the system directly. Consequences Get hungrier while carrying a pal, and feel the weight of it slowing you down. Nothing worthwhile is easy, they say. Milk Your body knows there's an additional need for it, so there you go. Get that milk and use it however you like. This will currently give you the base Milk item from Palworld. Breeder progression (heavy WIP) Ten breeder levels unlock better incubation, stronger offspring outcomes, and more visible breeding info as you rank up. Talents let you guide inherited traits or improve your odds at rare lineage. Six craftable medicines — from fertility boosters to pregnancy termination — give you direct control over outcomes. Lineage tracking Every offspring remembers its parents, siblings, and generation. The Lineage Browser lets you explore relationships directly, and holding Left Alt while aiming at a tracked Pal opens an extended lineage card on top of the game's native Pal info. Pace and presentation One unified pace setting controls the fertility cycle, conception, incubation, lactation, and medicines together — pick anywhere from a realistic crawl to Super Fast. Message frequency and viewpoint (commentator/first-person) are separately adjustable. Visual integration (optional) KazeBody supplies the mesh and morph targets that make pregnancy and breast changes show up as intended. PlayerMorphFramework lets PalBreeder share morph control more gracefully with clothing and other body-aware mods instead of overwriting them directly. Neither is required — the mod runs without them, just without the full visual payoff. Changelog Spoiler [0.1.0 - Alpha] Initial Release [0.1.1 - Alpha] Added Base Armors for Kazebody [0.1.2 - Alpha] Improved Performance + fixed missing skin color copy for existing armor overrides [0.1.3 - Alpha] Further Performance Improvements, Stutter Fixes. Added Milking Feature [0.1.4 - Alpha] Another Performance Patch. Removed a lot of redundand calls and found a nice solution for some of them. [0.1.5 - Alpha] Fixes for save issues, hunger calculation, animation transition, riding speed. Added passive egg buffs, full widget layout for pregnancy and incubation. Issues, Ideas & Collaborations Leave a comment if you find any bugs and If you have any ideas for the mod that you think would be interesting features, feel free to leave them in the comments. This obviously isn't a guarantee — but I'll see if there are good ideas that can be added to the mod. Or if you want to make an add-on, etc., for it and maybe need an API for that, let me know and I'll see what I can do (still a beginner at this UE modding thing). Support If you just want to support me, check my Patreon. Submitter KazeYako Submitted 08/17/26 Category Palworld Edited 10 hours ago by KazeYako 4
Tearoth Posted Monday at 03:26 PM Posted Monday at 03:26 PM (edited) Interesting! This KazeBody. Is it gonna be made to fit all armors eventually? And is it slider compatible? Edited Monday at 03:32 PM by Tearoth
Spirit_Shard Posted Monday at 03:46 PM Posted Monday at 03:46 PM Sounds awesome!~ If you're using the standard SCake API for 0.7.x then the newer versions should still be compatible (with additional fixes and improvements ^.-). The nice thing about Sugar Cake's native pregnancy features is they can be fully disabled by leaving Pregnancy in its settings disabled (they can be enabled/disabled at any time), none of the other API calls were changed and Pregnancy is self-contained. The Pregnancy API is still being worked on and we're taking feedback for what and how things should work, so if you have ideas/requests please let me know! Sugar Cake's goal is to have extensive options for users while still providing a powerful API, but still be completely overwrite-able should a mod creator want to do so. 2
DumbSkeleton Posted Monday at 03:59 PM Posted Monday at 03:59 PM (edited) yeah... i dont think its supposed to look like that. Im pretty sure i removed all of my mods that replace the body/armors/outfits. gonna do a clean install just in case that fixes it Spoiler edit: Yeah it worked. its clean now. no idea what might've caused this Edited Monday at 04:13 PM by DumbSkeleton updating my situation 1
HayleX Posted Monday at 04:06 PM Posted Monday at 04:06 PM I tested it in newest cake version it seemed to work well only 2 issue i had was lag i had like 30fps and freezes, but its probably just from all my mods so that one might just be a me issue. the second the first try i did with a neptilius with a immortal body and diamond body with its 2 natural trait and it gave me a neptilius with 2 legends XD
KazeYako Posted Monday at 04:36 PM Author Posted Monday at 04:36 PM 1 hour ago, Tearoth said: Interesting! This KazeBody. Is it gonna be made to fit all armors eventually? And is it slider compatible? It would be my aim if I want to flesh it out completly. I made it primarily because there were no bodys that I could use for the development. Only the default armors are currently roughly fitted and support the internal sliders like the breast size and belly, but the official sliders are currently not supported for the nude body. But skin color should work
R345OTBOT Posted Monday at 04:37 PM Posted Monday at 04:37 PM This looks really interesting and promising. If you don't mind, I would like to make my body meshes compatible with your mod. Is having a Preg morph all that is needed? (My meshes breast morphs are tied to the torso slider directly in both min max directions so that might be a hassle, but my Preg morph itself alters the breasts a wee bit) Regardless, looking forward to the progression on this mod 😄 1
HayleX Posted Monday at 04:40 PM Posted Monday at 04:40 PM also the settings dont save if i leave the game and launch it again even on the same game
KazeYako Posted Monday at 04:49 PM Author Posted Monday at 04:49 PM 51 minutes ago, Spirit_Shard said: Sounds awesome!~ If you're using the standard SCake API for 0.7.x then the newer versions should still be compatible (with additional fixes and improvements ^.-). The nice thing about Sugar Cake's native pregnancy features is they can be fully disabled by leaving Pregnancy in its settings disabled (they can be enabled/disabled at any time), none of the other API calls were changed and Pregnancy is self-contained. The Pregnancy API is still being worked on and we're taking feedback for what and how things should work, so if you have ideas/requests please let me know! Sugar Cake's goal is to have extensive options for users while still providing a powerful API, but still be completely overwrite-able should a mod creator want to do so. I hope that I can make a good add-on for the pregnancy part and update everything. I think the current feature set seems good, but I haven't looked at the new version/API in detail. So either saving or getting whether someone is pregnant is already nice. Getting valid conception information is a bit hard and I'm doing it currently with the best effort methode. I don't know how much animation info can currently be assigned to a scene, but having a source of information on who gave whom what would be nice. The only info I could currently find was the tags for the body parts and the aggressor flag, and I'm not sure if this gives definite intercourse information on what is currently being done. I did have one huge issue with the animations, though. SCake can handle the animations it receives fine, but I could not get animation curves to play at all. I'm currently doing that in parallel, manually. Does SCake just not pipe this information through, is there a limitation, or did I just miss something?
KazeYako Posted Monday at 04:54 PM Author Posted Monday at 04:54 PM 43 minutes ago, HayleX said: I tested it in newest cake version it seemed to work well only 2 issue i had was lag i had like 30fps and freezes, but its probably just from all my mods so that one might just be a me issue. the second the first try i did with a neptilius with a immortal body and diamond body with its 2 natural trait and it gave me a neptilius with 2 legends XD I'm currently working on performance, because I know there are a lot of unnecessary calls running in the background, and I hope this will run way better with the next update. The breeder level and bonuses will need a whole lot of work — I'm honestly just happy it even works right now. ^^
KazeYako Posted Monday at 04:57 PM Author Posted Monday at 04:57 PM 17 minutes ago, R345OTBOT said: This looks really interesting and promising. If you don't mind, I would like to make my body meshes compatible with your mod. Is having a Preg morph all that is needed? (My meshes breast morphs are tied to the torso slider directly in both min max directions so that might be a hassle, but my Preg morph itself alters the breasts a wee bit) Regardless, looking forward to the progression on this mod 😄 Go ahead. The only morphs that are currently targeted is "Preg" for the belly and "BreastSize" for the breasts / milk. There may be additional ones that will be added, but thats all for now. Palicious has a belly shake i belive and this could be a cool idea if the egg moves a bit, but thats an idea far down the road. 1
KazeYako Posted Monday at 05:21 PM Author Posted Monday at 05:21 PM 35 minutes ago, HayleX said: also the settings dont save if i leave the game and launch it again even on the same game I tried to emulate the issue but could not recreate it. Settings save and load successfully. PalBreeder saves get saved in the same folder as SCake, using the same session/save ID. You could check whether there's a PalBreeder_PlayerState_<ID>.json in this folder: ...\Palworld\Pal\Content\Paks\~Mods\SaveConfig The only reason I can currently think of is if you close the game too fast after changing the settings, it may not save. Waiting ~1 min after changing a setting should guarantee that it saved.
Elgate Posted Monday at 05:45 PM Posted Monday at 05:45 PM Well, now I want to get someone to play with and have them breed to make me an army ^^
HayleX Posted Monday at 06:42 PM Posted Monday at 06:42 PM (edited) 57 minutes ago, Elgate said: Well, now I want to get someone to play with and have them breed to make me an army ^^ it does not support multiplayer Edited Monday at 06:43 PM by HayleX
delwin30 Posted Monday at 07:00 PM Posted Monday at 07:00 PM I wanted to see if it would work with a futanari model, and it worked fine too. The only issue I see is performance—I lose a few FPS, probably because I have so many mods installed lol.
liliucoeli Posted Tuesday at 03:36 AM Posted Tuesday at 03:36 AM (edited) 10 hours ago, HayleX said: also the settings dont save if i leave the game and launch it again even on the same game Are you playing on Linux by chance? I had the same issue, and I think it's due to Linux having case sensitive folder names while Windows doesn't (which would also explain why @KazeYako couldn't reproduce the error if he's on Windows). If you have a "~mods" folder rather than "~Mods" Windows will see those as the same directory and let the game write into it, while Linux will see them as two different directories, tell the game that the directory it's trying to write into doesn't exist, and the process will either abort or hang indefinitely rather than saving properly. Technobabble aside, if you have a "~mods" folder but not a "~Mods" one (or both, but no "SaveConfig" folder in your "~Mods" folder), try either renaming "~mods" to "~Mods" or creating an empty "~Mods" folder with an empty "SaveConfig" folder inside it. That's what fixed the issue for me. Edited Tuesday at 03:39 AM by liliucoeli
hhh7775 Posted Tuesday at 03:51 AM Posted Tuesday at 03:51 AM (edited) Definitely excited to see a serious mechanical attempt at pregnancy finally! That said, it seems the mod is causing my game to have stutters pretty badly in its current state, so likely something I'll have to hold off on till its in a more stable state all around. Still, very exciting to see! Edit: Did some little bits of testing with schema, the morph framework, and breeder. Both the morph framework and breeder, even without the other, will cause stutters, though its only very light stutters in the case of the framework, and regardless of the framework its pretty heavy stutters with breeder. Not sure if that might help to narrow down possible issues or optimizations, but just something I noticed when messing with things. Might try rolling back to the previous SCake test version t o see if maybe that helps, but don't have the time to at the moment unfortunately. Edited Tuesday at 04:10 AM by hhh7775 Testing mods and issues 1
DamayatiYalistan Posted Tuesday at 03:58 AM Posted Tuesday at 03:58 AM I did a clean install to test the stuttering, and it is for sure this mod atm. You are doing great work; I can't wait to see the next version. 2
darthmedivh Posted Tuesday at 04:01 AM Posted Tuesday at 04:01 AM What are the odds this is at least semi-expandable to human followers/npcs, such as zoe, merchants, and the other tower bosses?
Galxaction56 Posted Tuesday at 05:07 AM Posted Tuesday at 05:07 AM does the mod work with scake 6.18?
RuthlessFord Posted Tuesday at 06:09 AM Posted Tuesday at 06:09 AM (edited) There is a lag spike every second (almost exactly to the millisecond). Hopefully this rings a bell and makes it easy to isolate and squash. Edit: Upon further testing, removing your mod does not entirely fix the lag, but makes it better. Further removing the Player Morph framework reduces it even more. Then removing Kazebody makes it imperceptible if it's happening at all. So my guess is that it's a problem with PalSchema, since it seems to be what all this is built on. Perhaps it's conflicting with other mods? Something in the framework is calling for an action every second religiously, but I have no idea what it is. Edited Tuesday at 06:43 AM by RuthlessFord 2
KazeYako Posted Tuesday at 09:34 AM Author Posted Tuesday at 09:34 AM 5 hours ago, hhh7775 said: Definitely excited to see a serious mechanical attempt at pregnancy finally! That said, it seems the mod is causing my game to have stutters pretty badly in its current state, so likely something I'll have to hold off on till its in a more stable state all around. Still, very exciting to see! Edit: Did some little bits of testing with schema, the morph framework, and breeder. Both the morph framework and breeder, even without the other, will cause stutters, though its only very light stutters in the case of the framework, and regardless of the framework its pretty heavy stutters with breeder. Not sure if that might help to narrow down possible issues or optimizations, but just something I noticed when messing with things. Might try rolling back to the previous SCake test version t o see if maybe that helps, but don't have the time to at the moment unfortunately. 5 hours ago, DamayatiYalistan said: I did a clean install to test the stuttering, and it is for sure this mod atm. You are doing great work; I can't wait to see the next version. 3 hours ago, RuthlessFord said: There is a lag spike every second (almost exactly to the millisecond). Hopefully this rings a bell and makes it easy to isolate and squash. Edit: Upon further testing, removing your mod does not entirely fix the lag, but makes it better. Further removing the Player Morph framework reduces it even more. Then removing Kazebody makes it imperceptible if it's happening at all. So my guess is that it's a problem with PalSchema, since it seems to be what all this is built on. Perhaps it's conflicting with other mods? Something in the framework is calling for an action every second religiously, but I have no idea what it is. Thanks for all the feedback, I'll continue to investigate the issue and how to solve it. I have a rather beefy PC so this is barely noticeable, but this definitely needs to be fixed. Performance is currently my main focus, so please stay tuned for further improvements in that area.
KazeYako Posted Tuesday at 09:39 AM Author Posted Tuesday at 09:39 AM 5 hours ago, darthmedivh said: What are the odds this is at least semi-expandable to human followers/npcs, such as zoe, merchants, and the other tower bosses? Not completely out of question, but there are a lot of question marks before I could give a good answer. There is a lot of data collection for the conception, egg preparations, etc. So it all depends if there is a way to access this information for another NPC where the player is not involved in their actions or scenes. It would definitely be something further down the road; I already have performance issues with one tracked player, so adding more is currently not an option.
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