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SexoutBreeder [v5.9.3] New Data Pack [v12] and experimental plugin


Guest user29

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Posted

Well I tried to find anything about it but no success... is it actually planned that a friendly Deathclaw (something starting with I) kills Ranger Milo all the time?

Tested it a few times now and apparently it is from Breeder (haven't tried the Deathclaw episode yet) as Milo doesn't die if Breeder is turned off.

 

This has been a minor issue for a bit now, hes not supposed to pop up there and assasinate everybody I dont think though last time it happend to me he actually got killed by a lone NCR trooper that had been fleeing XD

 

If having milo alive means that much to you (IE his quest) disable breeder and launch NV at a pre-milo death save, do the quest save re-enable breeder and collect loot of massacred ncr O.O

Posted

I fixed the deathclaw that was appearing before it should have. Unless I missed another one.

Posted

I feel like working on the deathclaws a bit more. Anyone got any ideas for features/things/events they'd like to see? I'd like to expand the sense of being the deathclaw queen a bit more.

Posted

I feel like working on the deathclaws a bit more. Anyone got any ideas for features/things/events they'd like to see? I'd like to expand the sense of being the deathclaw queen a bit more.

 

I'll bite:

1. Most of the Riverside characters are very generic - race' date=' face, & voice (I think at least three of the Riverside militia members are the same). It would be nice to throw in some variety.

2. Populate the empty Riverside homes instead of cramming everyone into the barracks (as a bonus, corrupt the interiors post-take over).

3. Give Nelson/Novac the post-deathclaw take-over treatment, similar to Riverside.

4. Add "decorations" to your Riverside house that appear as you progress. That place is empty and depressing.

5. Populate your Riverside house basement post-take over, because not everyone is just going to fall in line with the new regime.

6. Give Claire an inventory to sell at the bar. And on that note, I can't help noticing her really dark conversation from vane00 ends at an awkward place - feels like the Deathclaws should do [i']something[/i] to that bar at some point.

7. Let the player be able to fail some of the Riverside recruitment missions, but throw in additional paths that will allow the player to achieve success (either via conscripting companions or adding possible means to recruit other girls in town).

8. Some non-expansion Riverside missions would be nice. Maybe link the bighorner breeder quest to Riverside by having Molly bring up that they need more cattle to sustain the larger numbers.

9. Long shot, but add Riverside/Deathclaw factions & reputations (I swear I once gunned down half of Riverside pre-take over and nobody cared).

10. Another long shot - make the initial Riverside take-over an official quest (like post-takeover expansion).

 

And I don't know if it's fixed in the test file, but with the fixed mesh in 5.8.1, the Riverside miners now like to wander out into the desert and hang out at the antenna above the cave.

 

EDIT: One more quick "error" - Miranda's house has only one single-person bed, but two people live there.

Posted

I fixed the deathclaw that was appearing before it should have. Unless I missed another one.

 

Pretty sure im using a fairly updated version of breeder (unless its only fixed in the non beta version as iv been running your supermutant tests builds, in which case its a herpaderp on my part.)

 

----

 

As for deathclaw stuff in general im glad to hear there being given more love, definately my favorite critters in the game (Well geckos are strangly cute and fun too) so lots of ideas been creeping into my brain.

 

of course then I got the flu and got heavily medicated so my brains a bit off kilter right now but lets see hmmm:

 

Idea #1

 

Expand on the experiments you get to perform after novac is taken over, this offers a huge number of possibilities such as having to go far and wide to collect equipment or materials for the doc. Experiments can at the end of them offer exclusive perks (IE you can only have one active at a time, but can disable one to get another and swap back later once all the "quests" for them are done) that effect how your deathclaw queen functions reproductively or combat wise.

 

She could develope the ability to have live births, become a hermaphrodite and impregnate others with deathclaw eggs (via a strap-on mutant item and some fancy scripting), make her less human (IE more like the actual deathclaw mothers) making most humans hostile if they arnt enslaved but giving her a sort of fear effect like fearsome presence. That sorta stuff, the list could go on and on as the possibilities are really only limited by how much effort can be practically be put into it.

 

 

Idea #2

 

Contenue the deathclaw companion idea but have a sort of running miniquest with him were you can subdue females in some fashion to let your big bad brute impregnate and ship back to your own personal little baby farm (IE novac).

 

Posted

I fixed the deathclaw that was appearing before it should have. Unless I missed another one.

 

Pretty sure im using a fairly updated version of breeder (unless its only fixed in the non beta version as iv been running your supermutant tests builds' date=' in which case its a herpaderp on my part.)

 

----

 

As for deathclaw stuff in general im glad to hear there being given more love, definately my favorite critters in the game (Well geckos are strangly cute and fun too) so lots of ideas been creeping into my brain.

 

of course then I got the flu and got heavily medicated so my brains a bit off kilter right now but lets see hmmm:

 

Idea #1

 

Expand on the experiments you get to perform after novac is taken over, this offers a huge number of possibilities such as having to go far and wide to collect equipment or materials for the doc. Experiments can at the end of them offer exclusive perks (IE you can only have one active at a time, but can disable one to get another and swap back later once all the "quests" for them are done) that effect how your deathclaw queen functions reproductively or combat wise.

 

She could develope the ability to have live births, become a hermaphrodite and impregnate others with deathclaw eggs (via a strap-on mutant item and some fancy scripting), make her less human (IE more like the actual deathclaw mothers) making most humans hostile if they arnt enslaved but giving her a sort of fear effect like fearsome presence. That sorta stuff, the list could go on and on as the possibilities are really only limited by how much effort can be practically be put into it.

 

 

Idea #2

 

Contenue the deathclaw companion idea but have a sort of running miniquest with him were you can subdue females in some fashion to let your big bad brute impregnate and ship back to your own personal little baby farm (IE novac).

 

[/quote']

 

And people say bads are drug...wait. It's supposed to be the other way around.

Posted

I feel like working on the deathclaws a bit more. Anyone got any ideas for features/things/events they'd like to see? I'd like to expand the sense of being the deathclaw queen a bit more.

 

I'd like to see some dominant/submissive roles with titus kind of like you did with fenris. like maybe titus will send an incola/or lucy to find his queen in the mojave when he wants to mate and transport them back to novac.

 

Or maybe expand on the offspring of titus and the player.

 

Maybe have the incola and praetorian deathclaws get a bow their heads text when you initiate dialogue with them. Change the "you look bored" text to the queen demanding sex from the lower classes of deathclaws (incola, praetorian, regular deathclaw, etc)

Posted

Hey. I was running through the riverside episode and when I got to the basement Lucy has her default script from the deathclaw cavern i.e. Do you wanna have some fun? or it's something like that. Did I mess something up? She never made the nest appear, no dialogue, nothing. Seems weird like a script didn't run or something. Can you help me out?

Posted

On the idea front. I thought maybe we could have a transformation ability, something that you activate and your character transforms into a deathclaw brood mother. It would be like the werewolf transformation from skyrim, except it can we turned off at any time. It would probably need to shut off if you did certain thing, like equip item or activate an animation, etc. It would be a cool addition. It could even be something stand alone. Play as a deathclaw, rip apart your enemies, etc. I have no idea how anyone would go about this.

Posted

Hey. I was running through the riverside episode and when I got to the basement Lucy has her default script from the deathclaw cavern i.e. Do you wanna have some fun? or it's something like that. Did I mess something up? She never made the nest appear' date=' no dialogue, nothing. Seems weird like a script didn't run or something. Can you help me out?

[/quote']

 

please read the FAQ on reporting problems.

Posted

I'm trying to solve my own problem and I may have found a conflict, but I have to do some trial and error first. Can you tell me if Lucy automatically talks to you after she walks into the basement of do you have to start the conversation?

Posted

after you kill the mole rat, she should walk up and talk to you.

 

If you've talking about birthing the eggs, then if you're outside the basement, she'll come and get you and bring you to the basement automatically. However after the conversation where she enables the nest (the nest will be automatically enabled even if you didn't talk to her earlier about it) she won't automatically talk to you again until you place the eggs in the nest.

 

There is an earlier conversation you can have with her, if you're between like p2 and birth you can talk to her and she'll enable the nest then.

Posted

It may just be the game file, I'm gonna try and start a new file.

 

But that may have to wait for another day, because I'm sick of the Doc and his questions.

Sitting through that stuff at the begginning is enough to drive me crazy.

Posted

 

Idea #1

 

Expand on the experiments you get to perform after novac is taken over' date=' this offers a huge number of possibilities such as having to go far and wide to collect equipment or materials for the doc. Experiments can at the end of them offer exclusive perks (IE you can only have one active at a time, but can disable one to get another and swap back later once all the "quests" for them are done) that effect how your deathclaw queen functions reproductively or combat wise.

 

She could develope the ability to have live births, become a hermaphrodite and impregnate others with deathclaw eggs (via a strap-on mutant item and some fancy scripting), make her less human (IE more like the actual deathclaw mothers) making most humans hostile if they arnt enslaved but giving her a sort of fear effect like fearsome presence. That sorta stuff, the list could go on and on as the possibilities are really only limited by how much effort can be practically be put into it.

 

 

Idea #2

 

Contenue the deathclaw companion idea but have a sort of running miniquest with him were you can subdue females in some fashion to let your big bad brute impregnate and ship back to your own personal little baby farm (IE novac).

 

[/quote']

 

I like these Ideas.

Posted

 

Idea #1

 

Expand on the experiments you get to perform after novac is taken over' date=' this offers a huge number of possibilities such as having to go far and wide to collect equipment or materials for the doc. Experiments can at the end of them offer exclusive perks (IE you can only have one active at a time, but can disable one to get another and swap back later once all the "quests" for them are done) that effect how your deathclaw queen functions reproductively or combat wise.

 

She could develope the ability to have live births, become a hermaphrodite and impregnate others with deathclaw eggs (via a strap-on mutant item and some fancy scripting), make her less human (IE more like the actual deathclaw mothers) making most humans hostile if they arnt enslaved but giving her a sort of fear effect like fearsome presence. That sorta stuff, the list could go on and on as the possibilities are really only limited by how much effort can be practically be put into it.

 

 

Idea #2

 

Contenue the deathclaw companion idea but have a sort of running miniquest with him were you can subdue females in some fashion to let your big bad brute impregnate and ship back to your own personal little baby farm (IE novac).

 

[/quote']

 

I like these Ideas.

 

I got a bunch of the basic titus companion stuff in. While he's not going to dominate the player (i already did that pretty well with Fenris, and I don't like to do the same thing twice) he is going to have a series of conversations.

 

It may just be the game file' date=' I'm gonna try and start a new file.

 

But that may have to wait for another day, because I'm sick of the Doc and his questions.

Sitting through that stuff at the begginning is enough to drive me crazy.

[/quote']

 

Should use an alternate start.

Posted

Do a search on "Lean Start Gear" on Nexus. Cuts out most of the Doc's inane questions, makes the SPECIAL selection a simple level-up style interface instead of that stupid vigormatic thing, and if you have Couriers Stash there's an optional plugin that cuts out the equipment spam and moves it all to Chet's store.

Posted

I'd like to have Titus breed the player again after you've had so many conversations with him as a follower, but I can't exactly figure out the right way to do it. I can't have him knock the player up with "special" eggs in any reliable way. Should I just ignore the fact that him breeding with you should create the "special" deathclaws?

 

I suppose, when he impregnates you and you've given birth, i could enable the player to "turn in" a couple offspring to Titus like I do with Fenris.

 

I dunno, if you have any ideas let me know.

Posted

hey there, im having problem with new playthrough of riverside , worked fine when i did it few weeks back but not since new release. The problem occurs at the point when i shoot the molerate in the basement, lucy enters the basment but does not approach me and i cant initiate the next part of story.

 

my load order is same as what it was when it worked so dunno whats happened, i got latest version of scr and pregnancy( the beta release not the untested alphas) load order is

 

 

FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

MercenaryPack.esm

TribalPack.esm

ClassicPack.esm

CaravanPack.esm

NVEC Complete.esm

Project Nevada - Core.esm

Project Nevada - Equipment.esm

Project Nevada - Rebalance.esp

Project Nevada - Cyberware.esp

Project Nevada - Extra Options.esm

MikotoBeauty.esm

T6M NPC NV.esm

More Perks.esm

More Perks for Companions.esm

More Traits.esm

Sexout.esm

SexoutCommonResources.esm

SexoutSlavery.esm

SexoutPregnancyV3.esm

SexoutStore.esm

Lings.esm

NSkies URWLified.esm

SexOutCheyenneReplacer.esm

Bouncing Natural Breasts.esp

The Mod Configuration Menu.esp

msexBase.esp

MikotoBeauty.esp

MojaveDelight.esp

LingsPrettyThings.esp

KDC_Companions_Removable_Armors.esp

Bobbleheads - Hidden_v1.2.esp

bzArmour.esp

Readius_NV.esp

UnlimitedCompanions.esp

Ghost Variants.esp

101Posters.esp

101Billboards.esp

LFox Invisible Armored Vests.esp

PerkEveryLevel.esp

populatedcasino-light.esp

New Vegas Error Corrections Extras.esp

Cass_Redux_Mikoto_Blonde.esp

MyAngelicVeronica.esp

Grenade Launcher.esp

More Perks for Companions Update.esp

More Traits Update.esp

My Cloth Collection NV.esp

More Perks Update.esp

SexyTacticalOutfitT6M.esp

SHRaiderTN.esp

Holster.esp

BabyDoll.esp

SexoutBrutalRapers.esp

SexoutStraponSex.esp

SexoutXPM.esp

st.esp

SexoutRapist.esp

SexoutZAZ.esp

SmallerTalk.esp

SexoutDiscounts.esp

SexoutSlavery_Adventures.esp

SexoutAffairs.esp

SexoutAffairsMojaveDelight.esp

msexVeronica.esp

SexoutFadeToBlack.esp

SexoutCheckMeOut.esp

SexOutCRWorldHookUp.esp

SexOutCRCheatPlugin.esp

SexoutCR_NVEC_Complete.esp

SexoutConsequences.esp

SexoutClothingEval.esp

Millenia_Tokarev.esp

NSkies URWLifiedDM.esp

NSkies URWLifiedHH.esp

NSkies URWLifiedOWB.esp

Night Brightness Adjuster.esp

Project Nevada - Cyberware Additions.esp

Project Nevada - Rebalance Complete.esp

Project Nevada - All DLC.esp

NVEC PN Equipment Patch.esp

NVEC PN Rebalance Patch.esp

NVEC PN Cyberware Patch.esp

NVEC PN COMBO Patch.esp

A hair.esp

SexoutBreeder.esp

majorpatch.esp

 

Total active plugins: 92

Total plugins: 92

 

 

 

the bottem esp is my own fnvedit patch just for merging differant cosmetic mods and does not include sexout mods.

Posted

Disable everything so your load order looks like

 

nv.esm

sexout

scr

pregnancy

(any race mods are ok)

breeder

 

and try it. The script runs on the death of the mole rat there isn't a ton that can go wrong.

Posted

I've been having some issues with the Riverside quest as well. At this point, I'm at the part where the first meeting is supposed to take place (recruited 4 girls, Lucy said to be there after 2am). Nothing happens. I notice none of the recruited girls move from the spot they are at.

 

Load Order

 

 

FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

ClassicPack.esm

MercenaryPack.esm

TribalPack.esm

CaravanPack.esm

MikotoBeauty.esm

Sexout.esm

SexoutCommonResources.esm

SexoutPregnancyV3.esm

SexoutSlavery.esm

SexoutLegion.esm

SexoutStore.esm

The Mod Configuration Menu.esp

NVRefugee Outfits.esp

MikotoBeauty.esp

SexoutBreeder.esp

SexoutBrutalRapers.esp

SexoutFiends.esp

SexoutKhans.esp

SexoutKings.esp

SexoutNCR.esp

SexoutPowderGangers.esp

SexoutWorkingGirl.esp

SmallerTalk.esp

SexoutZAZ.esp

 

Posted

I'm about this close to gutting the riverside code and doing it over again.

Posted

Fuck it, I'm doing it. It should have quest markers anyway.

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