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pepertje

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Everything posted by pepertje

  1. Fertile Breeder

    0.3 is up! The new quest is a lot more complex, but it should be relatively simple. I've tested it personally and it works fine on my system, but it never hurts to have other people call in whether or not it works properly. I'm going to focus on finishing the freeform/moneymaking quests now, and I'm still open to suggestions for the unfinished episodes.
  2. Fertile Breeder

    Just got back from Amsterdam earlier than expected (no, I didn't do drugs), now let's get back to work. I see nobody's found a way to fix the FBC1Bighorner quest, so I'll see if I can find out on myself, and as soon as it's ready I'll upload the new version.
  3. Fertile Breeder

    I wont be available between 7:30 and 23:00 GMT tomorrow, so I won't be able to reply on this thread. I'll post as soon as I'm back.
  4. Fertile Breeder

      As far as I can recall right now, the only tokens I'm using are the pregnancy indicator, the one which tells you if it's human, animal or insect and the offsprings themselves, so I think it shouldn't be a big problem so long as they don't suddenly change name.   P.S., I've hit a blunt on this episode. I've been working at it all day, but I can't get it to work properly. What's supposed to happen: Jeff visits the player every Tuesday and Thursday and sees if she has a bighorner pup. If not, he does her in the basement, if she does, he sends her outside to get pregnant again. He appears right on time until the player is sent outside to breed, after that, he doesn't show up anymore. I can't find out why. If anyone thinks they can, the QuestID is "FBC1Bighorner". Fertile Breeder.esp
  5. Fertile Breeder

      A combination of both. For certain dialogues or turning in the offspring, I'm using already existing tokens such as the pregnancy token. For most other things, I'm using custom tokens and setting those as conditions for dialogue. These tokens are added and removed through dialogue and so far I haven't had any problems with it.
  6. Fertile Breeder

    As for the concept of people plugging into this mod: I agree. It takes pressure off me and generates more variation. The thing is: I don't make scripts and primarily work using tokens, so it should be very easy for people to "jump in" if they know which tokens to use. I'm not even sure this file has to become a master file, but rather be a requirement. (Not even sure if this is making sense right now...)
  7. Fertile Breeder

      I don't think I can give an alien sunglasses, but I promise I'll try and make him badass through dialogue. (Maybe a miniquest where you have to give him sunglasses like Veronica wants a dress )
  8. Fertile Breeder

      Normally people would say "TL;DR", but I saw a couple of things that jumped at me: -I've already set my mind to finishing the basic settings for the consensual episodes, those will come first because the non-consensual ones will plug in to those and will be started through the consensual ones. -The Alien episode revolves around collecting data slates which you use to find out more about the aliens. Eventually, this might lead to an alien scientist (I'm thinking of naming that guy RitualClarity for cameo reasons ) would imprison the player and further experiment. -A prerequisite for any animal to have a role is that they need to have animations. Ants don't, as far as I know.
  9. Fertile Breeder

      If sexout has animations for centaurs, I'll consider tossing in a centaur episode. I'll check it first thing in the morning (or afternoon, it's Friday night in my timezone right now, so I'll have to see what time I get out of bed ) if there's animations for centaurs.
  10. Fertile Breeder

    @jxm, yeah, the Legion idea is pretty good, might do something with it. As for Texas, he's just one big easter egg, actually (Big Iron and all), and the Goodsprings questline leads to I still feel like there should be consensual encounters, mainly because those are more repeatable without being pulled out of reason. My plans for the next period are to finish one (maybe two) of the captive scenarios to see how it all works out and then finish up the more bland consensual money-making scenarios so that the captive scenarios can plug into that seamlessly. (And I want to work towards the episode with Elliott, I've got a lot of dialogue in mind and I don't want to twist that up.)
  11. Fertile Breeder

      I'm working on one right now, could take a while before it works properly. I'll dive into it as soon as I've uploaded the next bugfix.
  12. Fertile Breeder

    Took a closer look at the Ghoul VoiceType, yeah, it's a dirty one. Fixing it right now and creating new voicetypes. (Thought the voicetype referred to sane ghouls, but it was the one for feral ghouls.)
  13. Fertile Breeder

    It's a much smaller file, that's for sure. I also tossed out the DLC's and preorder packs as requirements, so now I'm only using recourses from FalloutNV
  14. Fertile Breeder

    Version 0.2.8 is out, it should be compatible with Spunk and should be repaired. As always, if you experience any bugs, either leave a post or PM me and I'll look into the matter as soon as I can. Now for the other part: right now there's four episodes out, most of which are basic. I could either: 1: continue building episodes, gradually making them more expansive OR 2: work on improving the current episodes with unmarked sidequests and maybe a more story-driven intro.   Leave your opinion in here like this: "FUTURE: 1" or "FUTURE: 2", possibly followed by suggestions. Keep in mind that I'm still new to this, so don't expect professionally made scenarios.
  15. Fertile Breeder

      The whole idea for this mod was to create basic moneymaking quests, but right now I agree with you. I might implement it into one of the future episodes (e.g. the bloatfly one) or re-rig an existing one (maybe the Legion or NCR one). As for variation, now that the Spunk issue is fixed I can focus on finishing the rest of the episodes with their basic frames or focusing on creating small unmarked quests for all the existing episodes (such as the Stigson quest for Michelle and the "hold the fort" for Peter")
  16. Fertile Breeder

    It's been over eight hours since someone posted here, so can I safely assume the Spunk conflict has been fixed?
  17. Fertile Breeder

    New (and hopefully clean) version is out, removed all the scripts in Fertile Breeder.esp through FNVEdit (I never made any scripts of my own) and anything else that was edited that wasn't supposed to be edited.
  18. Fertile Breeder

    The biggest problem is that I'm blind with Spunk, I can't get it to work even without FB loaded. I'll try to get a testfix out before 17:00 GMT, so stand by for testing.
  19. Fertile Breeder

    The FBTest is basically a complete rework, starting from scratch. If I can't find a way to fix the existing files by midnight GMT 18/02, I'll start everything from scratch (will take time, but whatever exists already will be replicated as accurately as possible and improved upon wherever possible)
  20. Fertile Breeder

    Alright, I've downloaded and installed Spunk, right now it's my priority to make sure it works. Until then, I won't be working on the story itself. (For those not using Spunk, I'm sorry, but I'd rather fix this as early on as possible.)
  21. Fertile Breeder

      If you have installed pose mods such as "For A Few Poses More", Sexout animations won't work. Make sure you don't have any of these mods activated in your load order.
  22. Fertile Breeder

      I don't have any plans to implement visible physical mutations. I might play around later on with mutations to the player, but those won't show.
  23. Fertile Breeder

      There's a difference between the preorder weapon packs and the DLC's. I'm using or going to use recourses from the DLC's. If I decide later on not to, I will change the requirements, but I'd rather list more requirements than necesarry than to disappoint people halfway through the project.