hhh7775 Posted Tuesday at 01:38 PM Posted Tuesday at 01:38 PM Just gave the update a try, and while its improved for sure, at least using both the framework and breeder together still leads to some noticeable stutters every second or so. Not nearly as jarring as it was before, but its absolutely still noticeable. Not sure if it helps either but my rig is running on a 5070, 32gb RAM, and a Ryzen 7 8700F, usually running the game even with Scake and some of its mods at around 110-120 fps pretty consistently. Might try to go find another schema mod to use and see if I have similar issues at all, but for now I'll wait for future updates at least!
wolfgundam Posted Tuesday at 02:10 PM Posted Tuesday at 02:10 PM 30 minutes ago, hhh7775 said: Just gave the update a try, and while its improved for sure, at least using both the framework and breeder together still leads to some noticeable stutters every second or so. Not nearly as jarring as it was before, but its absolutely still noticeable. Not sure if it helps either but my rig is running on a 5070, 32gb RAM, and a Ryzen 7 8700F, usually running the game even with Scake and some of its mods at around 110-120 fps pretty consistently. Might try to go find another schema mod to use and see if I have similar issues at all, but for now I'll wait for future updates at least! Hey make sure Palschema is uptodate i just updated it and it runs better for me it might fix your issue? 1
DevilSlayerUno Posted Tuesday at 03:43 PM Posted Tuesday at 03:43 PM 1 hour ago, wolfgundam said: Hey make sure Palschema is uptodate i just updated it and it runs better for me it might fix your issue? Nah, I used the newest versions of everything and it still stuttered like hell. And it seems the belly morph doesn't go away afterwards.
Hollowblanc Posted Tuesday at 03:52 PM Posted Tuesday at 03:52 PM Hola soy nuevo en esto de los mod pero me gusto mucho tu trabajo asi que lo descargue pero el problema es que no se como ponerlo podrias si no es un problema decirme como hacerlo
KazeYako Posted Tuesday at 03:55 PM Author Posted Tuesday at 03:55 PM (edited) 2 hours ago, hhh7775 said: Just gave the update a try, and while its improved for sure, at least using both the framework and breeder together still leads to some noticeable stutters every second or so. Not nearly as jarring as it was before, but its absolutely still noticeable. Not sure if it helps either but my rig is running on a 5070, 32gb RAM, and a Ryzen 7 8700F, usually running the game even with Scake and some of its mods at around 110-120 fps pretty consistently. Might try to go find another schema mod to use and see if I have similar issues at all, but for now I'll wait for future updates at least! Your rig is already very good, so there should not be an issue with that. I've a similar setup and am running stable at 100-110 fps without hitches, so a bit at my wits end on how to further narrow this down. Â But it is very odd. I developed it on top of version 6.1 of PalSchema, so maybe the item setup collides with older versions. But updating to the newest one would definitely narrow down the search. PalSchema is currently only adding the medicine items and nothing more, and that is just one small registration with the PalSchema mod. So there should not be any continuous issues or stutters with that. PalBreeder should technically work without it, you would just be missing the items and nothing else. That's something you could also try. Remove PalSchema and just run with PalBreeder and see if this fixes the stutters. Â The only other option would be, that there is actually a colliding mod, that leads to these issues. But this could only be seen in the log files. Â Edited Tuesday at 04:17 PM by KazeYako
ADfefdas Posted Tuesday at 04:05 PM Posted Tuesday at 04:05 PM Does this specifically require Altermatic, or just SCake? I'm currently using PalMagic instead. Â
hhh7775 Posted Tuesday at 04:35 PM Posted Tuesday at 04:35 PM 2 hours ago, wolfgundam said: Hey make sure Palschema is uptodate i just updated it and it runs better for me it might fix your issue? I only got Schema for this mod frankly, so its hopefully the most up to date version? Seems like it was last updated on the 15th on Nexus at least, though, if there's a more up to date version than that I'll take it!   37 minutes ago, KazeYako said: Your rig is already very good, so there should not be an issue with that. I've a similar setup and am running stable at 100-110 fps without hitches, so a bit at my wits end on how to further narrow this down.  But it is very odd. I developed it on top of version 6.1 of PalSchema, so maybe the item setup collides with older versions. But updating to the newest one would definitely narrow down the search. PalSchema is currently only adding the medicine items and nothing more, and that is just one small registration with the PalSchema mod. So there should not be any continuous issues or stutters with that. PalBreeder should technically work without it, you would just be missing the items and nothing else. That's something you could also try. Remove PalSchema and just run with PalBreeder and see if this fixes the stutters.  The only other option would be, that there is actually a colliding mod, that leads to these issues. But this could only be seen in the log files.  Tried it without schema as well and it seems to not be the issue. Going to try now with the Kazebody over the body I currently have to see if that maybe solves some strange issue, but I've been using R345OT's Pal Human Pack for the body as it apparently has pregnancy morph support, wanted to see how well it actually worked in all honesty, but might be worth it to see if that's causing the issue. Only other mod I had at the time of first using this was Indy's player defeat/simple consequences, but I've since removed that to see if it might for some reason be causing an issue. Might even just see if a fresh save over my current one might solve some issue with how the mod is operating.
KazeYako Posted Tuesday at 04:42 PM Author Posted Tuesday at 04:42 PM 36 minutes ago, ADfefdas said: Does this specifically require Altermatic, or just SCake? I'm currently using PalMagic instead. Â It requires just SCake 1
KazeYako Posted Tuesday at 04:53 PM Author Posted Tuesday at 04:53 PM 8 minutes ago, hhh7775 said: I only got Schema for this mod frankly, so its hopefully the most up to date version? Seems like it was last updated on the 15th on Nexus at least, though, if there's a more up to date version than that I'll take it!   Tried it without schema as well and it seems to not be the issue. Going to try now with the Kazebody over the body I currently have to see if that maybe solves some strange issue, but I've been using R345OT's Pal Human Pack for the body as it apparently has pregnancy morph support, wanted to see how well it actually worked in all honesty, but might be worth it to see if that's causing the issue. Only other mod I had at the time of first using this was Indy's player defeat/simple consequences, but I've since removed that to see if it might for some reason be causing an issue. Might even just see if a fresh save over my current one might solve some issue with how the mod is operating. I'm running several ASD mods as well, so this should not be an issue. Maybe it is an issue with the SCake version, since I didn't update to the newest one, maybe this could have introduced some issues. What version are you running?  I'll go through the mod again, there are still some checks and updates that run on an intervall, they should be rather light weight, but maybe cause these issues. I'll follow up with an update. Thanks again for the testing and feedback
hhh7775 Posted Tuesday at 04:55 PM Posted Tuesday at 04:55 PM Did one last test with a new save, and disabling near every other mod I could think of to see what might be causing an issue, but it still seems to really only be the mods here that cause stuttering for some reason. Its definitely still lesser than it was prior to the recent update done, but just can't seem to get rid of them entirely for whatever reason. Only other thing I could think of would maybe be downpatching to Scake 7.03, might give it a try to see if that's maybe the issue since I do still have 7.03 sitting in a folder.
hhh7775 Posted Tuesday at 05:05 PM Posted Tuesday at 05:05 PM 7 minutes ago, KazeYako said: I'm running several ASD mods as well, so this should not be an issue. Maybe it is an issue with the SCake version, since I didn't update to the newest one, maybe this could have introduced some issues. What version are you running?  I'll go through the mod again, there are still some checks and updates that run on an intervall, they should be rather light weight, but maybe cause these issues. I'll follow up with an update. Thanks again for the testing and feedback No worries, honestly just curious what could be causing it really! Did downpatch to older SCake, but didn't solve the problem for me at least. When I have more time might just try a whole fresh/clean install of the game and see if that solves any lingering issues, but aside from that at the moment can't seem to figure out what it could be. I think the only other mod I have beyond some of the general Scake stuff like animation packs and skins for various Pals is the NoFade mod, but can't really think of what it might be on my end potentially causing it at this point. All in all though will be keeping an eye here to see if any updates drop, or in general just out of interest as its a pretty awesome mod and concept all around,
wolfgundam Posted Tuesday at 05:06 PM Posted Tuesday at 05:06 PM 7 minutes ago, hhh7775 said: Did one last test with a new save, and disabling near every other mod I could think of to see what might be causing an issue, but it still seems to really only be the mods here that cause stuttering for some reason. Its definitely still lesser than it was prior to the recent update done, but just can't seem to get rid of them entirely for whatever reason. Only other thing I could think of would maybe be downpatching to Scake 7.03, might give it a try to see if that's maybe the issue since I do still have 7.03 sitting in a folder. Quick question are you trying to run a T-box setup or a primal pals one im running a primal pals with the reapers renamon and its fine with the most uptodate scake if you are trying to run T-box stuff right now that may affect things it still relies on very old setups?
hhh7775 Posted Tuesday at 05:10 PM Posted Tuesday at 05:10 PM Just now, wolfgundam said: Quick question are you trying to run a T-box setup or a primal pals one im running a primal pals with the reapers renamon and its fine with the most uptodate scake if you are trying to run T-box stuff right now that may affect things it still relies on very old setups? Just Primal Pals really, maybe BakkasVskin too? I can't exactly recall. I set up my mods more or less based off of the New Player guide on here and have just been updating as I need to. This is probably the first and only real time I've had any notable issues with mods for Palworld, though I'm not against the idea of me having messed things up one way or another.
wolfgundam Posted Tuesday at 05:15 PM Posted Tuesday at 05:15 PM 2 minutes ago, hhh7775 said: Just Primal Pals really, maybe BakkasVskin too? I can't exactly recall. I set up my mods more or less based off of the New Player guide on here and have just been updating as I need to. This is probably the first and only real time I've had any notable issues with mods for Palworld, though I'm not against the idea of me having messed things up one way or another. Ok just for testing sakes go to your ModelJSON folder and remove all but primal pals and re run the .bat and see if changes? Â
Bl1nd_Eye Posted Tuesday at 06:12 PM Posted Tuesday at 06:12 PM So, with mods, I can finally be consensually impregnated by Lovander, just as lore intended.
hhh7775 Posted Tuesday at 06:30 PM Posted Tuesday at 06:30 PM 1 hour ago, wolfgundam said: Ok just for testing sakes go to your ModelJSON folder and remove all but primal pals and re run the .bat and see if changes?  Unfortunately, didn't seem to change anything about the stutters. The mod order I had prior to adding Breeder and the other mods here didn't really have any conflicts or noticeable issues (beyond getting a borked save from the new pregnancy added in Scake, which thankfully i was able to roll back to a non affected save). But yeah, even with 7.03 which lacks the new Pregnancy feature in itself among whatever other changes might've happened on the backend, I still have some micro stutters every second or so. Worst comes to worst I will just do a fresh install to rule out any other lingering issues that might be somewhere in my files once I get a day off, but for now I'll just keep an eye here. Do appreciate all the help everyone has offered though, and happy to be of whatever help I can too if ironing out issues for the mod! 1
KazeYako Posted Tuesday at 06:37 PM Author Posted Tuesday at 06:37 PM 1 hour ago, hhh7775 said: No worries, honestly just curious what could be causing it really! Did downpatch to older SCake, but didn't solve the problem for me at least. When I have more time might just try a whole fresh/clean install of the game and see if that solves any lingering issues, but aside from that at the moment can't seem to figure out what it could be. I think the only other mod I have beyond some of the general Scake stuff like animation packs and skins for various Pals is the NoFade mod, but can't really think of what it might be on my end potentially causing it at this point. All in all though will be keeping an eye here to see if any updates drop, or in general just out of interest as its a pretty awesome mod and concept all around, I've a new version with 0.1.4. This one was a bit of a bigger rework but it should tackle the spikes that occour. they are not gone but I managed to reduce quite a bit. I found some hotspots with frame logging, so I really hope that it runs way smoother now.Â
KazeYako Posted Tuesday at 06:47 PM Author Posted Tuesday at 06:47 PM 34 minutes ago, Bl1nd_Eye said: So, with mods, I can finally be consensually impregnated by Lovander, just as lore intended. thats the spirit. Depending on some other mods, you can even turn a "loss" into a "win" ; ) Â
hhh7775 Posted Tuesday at 06:52 PM Posted Tuesday at 06:52 PM 13 minutes ago, KazeYako said: I've a new version with 0.1.4. This one was a bit of a bigger rework but it should tackle the spikes that occour. they are not gone but I managed to reduce quite a bit. I found some hotspots with frame logging, so I really hope that it runs way smoother now. Really do appreciate the quick responses and updates for that matter! I still seem to have stuttering issues in the few places I've gone to in game with 0.1.4, but I think for now I'll just settle on ruling out any potential issues on my end tomorrow night when I have proper time to do a fresh install of everything for the game, maybe fiddle with some other settings here and there and see if it comes out working better. 1
Spirit_Shard Posted Tuesday at 08:11 PM Posted Tuesday at 08:11 PM On 8/17/2026 at 9:49 AM, KazeYako said: ...I haven't looked at the new version/API in detail... ...saving or getting whether someone is pregnant is already nice. Getting valid conception information... 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. 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? The new Pregnancy API hasn't been added to the SDK yet as I'd like to avoid adding something that then breaks at this stage, so instead I've been gathering feedback from people working on breeding mods in The Broken Chatbox Discord while building a list of feature, then doing isolated testing. Though, feedback on the current API stuff has been very positive and I think it'll work out. ^-^ The API tries to keep things as simple as possible using the Function + Dispatcher calls paradigm. If people are really interested in testing the API stuffs, I can throw it into the SDK pretty easily, just has the potential to change and break version compatibility atm. X.x Sugar Cake will be able to report if a character is pregnant or not, though mods are expected to store their own conception information since there's too much data associated with a character and we can't predict everything someone would want to utilize to start saving everything. Sugar Cake is able to handle its own persistence though, and you can add "ArbString" to SCake objects such as the PregInstance (which holds information specific to a pregnancy), this allows you to store any information which you can store within a String and set it to persist with Sugar Cake's own save system. "CharStatus" which is the SCake tracker object for in-game characters to store its own information with also has an ArbString parameter. The AnimConfig file has a thing call "ActionTags", which is suppose to outline what kind of animation is being played and how they're interacting, there's also Tags which can be added. The problem is that people haven't really been filling these out, ActionsTags are the newer implementation and has a proper outline of how to use them and is reported to be pretty simple to set-up, but hardly any animation packs actually set it up. Palicious does a mixture of checking ActionTags and Tags, and there's a WIP feature for supported models for automatic detection. The goal for SCake is to have a way for users to customize these in-game so if they notice something isn't tagged correctly, they can fix it right away, just haven't built the UI and such for it yet. >.< Can you clarify what you mean by playing Animation Curves? Any feature of montages should be available to use, though I suspect I can guess what you were trying to do. If you are trying to override the Preg or PregBelly morphs, those are managed by Sugar Cake and may be applying after the animation tries to change them. "Animation Curves" you put into the montage should function though, if my guess here is correct we can set-up an overwrite or an exception handler for this specific use case. I'd like to add a specific mode to the animation player for pregnancy/birth animations, which would work around this issue.
dertcz Posted Tuesday at 08:57 PM Posted Tuesday at 08:57 PM Info on not saving: If the folder is called '~Mods' json is created, but if the folder is called '~mods' then they are not created with saving and in the UE4SS.log there is then: [Lua] [Pal Breeder] PalBreeder persistence: could not resolve Pal/Content/Paks/~Mods/SaveConfig. Â Â For me, the game crashes at: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000001 or at address 0xfffffffffffff... Always after some time, at first I thought it was because of using LewdLad's body (I tried with and without PlayerMorphFramework). But even after removing and using your KazeBody, the game still crashes.
KazeYako Posted Tuesday at 09:00 PM Author Posted Tuesday at 09:00 PM 27 minutes ago, Spirit_Shard said: The new Pregnancy API hasn't been added to the SDK yet as I'd like to avoid adding something that then breaks at this stage, so instead I've been gathering feedback from people working on breeding mods in The Broken Chatbox Discord while building a list of feature, then doing isolated testing. Though, feedback on the current API stuff has been very positive and I think it'll work out. ^-^ The API tries to keep things as simple as possible using the Function + Dispatcher calls paradigm. If people are really interested in testing the API stuffs, I can throw it into the SDK pretty easily, just has the potential to change and break version compatibility atm. X.x Sugar Cake will be able to report if a character is pregnant or not, though mods are expected to store their own conception information since there's too much data associated with a character and we can't predict everything someone would want to utilize to start saving everything. Sugar Cake is able to handle its own persistence though, and you can add "ArbString" to SCake objects such as the PregInstance (which holds information specific to a pregnancy), this allows you to store any information which you can store within a String and set it to persist with Sugar Cake's own save system. "CharStatus" which is the SCake tracker object for in-game characters to store its own information with also has an ArbString parameter. The AnimConfig file has a thing call "ActionTags", which is suppose to outline what kind of animation is being played and how they're interacting, there's also Tags which can be added. The problem is that people haven't really been filling these out, ActionsTags are the newer implementation and has a proper outline of how to use them and is reported to be pretty simple to set-up, but hardly any animation packs actually set it up. Palicious does a mixture of checking ActionTags and Tags, and there's a WIP feature for supported models for automatic detection. The goal for SCake is to have a way for users to customize these in-game so if they notice something isn't tagged correctly, they can fix it right away, just haven't built the UI and such for it yet. >.< Can you clarify what you mean by playing Animation Curves? Any feature of montages should be available to use, though I suspect I can guess what you were trying to do. If you are trying to override the Preg or PregBelly morphs, those are managed by Sugar Cake and may be applying after the animation tries to change them. "Animation Curves" you put into the montage should function though, if my guess here is correct we can set-up an overwrite or an exception handler for this specific use case. I'd like to add a specific mode to the animation player for pregnancy/birth animations, which would work around this issue. I would really like to use more of SCake's features - having this information in one place should also keep things easier for multi-mod setups where others can react to a player's state. During development, I tried to implement most of the Save with SCake's features, but I had a lot of issues where the save data did not get loaded reliably, so I set up a parallel save for now. Maybe that is related to the last patch notes you released, so a slow save switch for the important key values into SCake would be nice, and I aim for it. For the animations, I basically do/want to do exactly what you guessed. For the Birth or Insert animations, I need to animate shapekeys/morph targets during the animation. Currently the animation curves seem to be ignored by SCake during the animation (the animation curves are for the morph targets, so i.e. "Preg"), so I animate these curves in parallel, next to the SCake animation, so they line up. Enabling the animation curves during the scene would be nice for this feature, or including correction keys for other animations and poses. I'm also on the ChatBox, so if you want to contact me directly, you can find me there too. I'm not often there currently because it is quite hard to navigate or find anything tbh, but I would love to get this properly hooked up with SCake.  : D
KazeYako Posted Tuesday at 09:10 PM Author Posted Tuesday at 09:10 PM 9 minutes ago, dertcz said: Info on not saving: If the folder is called '~Mods' json is created, but if the folder is called '~mods' then they are not created with saving and in the UE4SS.log there is then: [Lua] [Pal Breeder] PalBreeder persistence: could not resolve Pal/Content/Paks/~Mods/SaveConfig. Â Â For me, the game crashes at: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000001 or at address 0xfffffffffffff... Always after some time, at first I thought it was because of using LewdLad's body (I tried with and without PlayerMorphFramework). But even after removing and using your KazeBody, the game still crashes. Thank you for the information. I didn't know that these setup paths could vary, but at least there is an "easy" solution for this. I'll include a normalization in future versions so this can't happen anymore. Â What would be interesting is why this is written differently. Is it an operating system or Game Pass difference? Because I only have the Windows+Steam perspective.
dertcz Posted Tuesday at 09:20 PM Posted Tuesday at 09:20 PM 8 minutes ago, KazeYako said: Thank you for the information. I didn't know that these setup paths could vary, but at least there is an "easy" solution for this. I'll include a normalization in future versions so this can't happen anymore. Â What would be interesting is why this is written differently. Is it an operating system or Game Pass difference? Because I only have the Windows+Steam perspective. It's probably because the first mod I installed had a small m.
JustAnotherError Posted Tuesday at 09:42 PM Posted Tuesday at 09:42 PM (edited) I'm still getting stutters a bit and I also crashed when I tried to insert an egg. I'm not sure if the stutters are coming from a separate mod, or if it's still this one, but other than that stuff I think the body that comes with this is the best looking one we have so far. I have seen a few rough areas around the neck where the head begins and some hard to notice line on the inner thigh area. I would really love to see slider support and some skimpy armor stuff in the future. Edited Tuesday at 09:47 PM by JustAnotherError
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