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Lousan114-Pregnancy_Mods-1.0.2 icon

Pregnancy Mods

Fertility boost + instant pregnancy menu (F6). Click to impregnate spouses, family, royals - even other clans' women via affairs.

Date uploaded 6 days ago
Version 1.0.2
Download link Lousan114-Pregnancy_Mods-1.0.2.zip
Downloads 26
Dependency string Lousan114-Pregnancy_Mods-1.0.2

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

Pregnancy Mods

Fertility overhaul for House of Legacy (吾今有世家) — make conception easy, instant, and fully under your control.

Features

Fertility boost (automatic)

  • Multiply the monthly pregnancy chance of your own family — wives/consorts, female clan members, and your people in the royal palace (default x10, configurable 1–100).
  • Optional Family: always pregnant switch — every eligible spouse conceives on the next month tick.
  • Separate multiplier for other clans, if you want the whole world breeding faster.

Affairs always succeed

  • With Affairs: always pregnant ON (default), every affair / secret-liaison event in the game guarantees conception — including women of other clans you meet through outings and events. Father attribution works exactly like vanilla, because the mod routes through the game's own affair-conception code.

Instant pregnancy menu — press F6

  • A clickable in-game menu listing, per tab:
    • My family — your wives & consorts and your female clan members
    • Royal palace — your women in the palace and royal consorts
    • Other clans — every rival clan's women and wives
  • Click Make pregnant on anyone → pregnant immediately (10 months, vanilla countdown).
  • One button to impregnate all eligible family spouses at once.
  • Live sliders/toggles in the menu header — no restart needed; settings persist to the BepInEx config.

Safety

  • Uses the game's own conception routine (HuaiYun_TouQing) for everything, so pregnancies, birth events and father attribution behave 100% like vanilla.
  • Never double-impregnates: "already pregnant" and adult-age guards stay active.
  • Pure Harmony runtime patches — no game files modified. Works with existing saves; safe to remove any time (ongoing pregnancies simply continue).

Installation

Mod manager (recommended): install with Thunderstore Mod Manager / r2modman — BepInExPack is pulled in automatically.

Manual: install BepInExPack, then drop PregnancyMods.dll into BepInEx/plugins/.

Configuration

Edit in-game via the F6 menu header, or in BepInEx/config/com.lousan114.pregnancy_mods.cfg:

Setting Default Effect
FamilyFertilityMultiplier 10 Monthly chance multiplier for your family & palace
FamilyAlwaysPregnant false Eligible family spouses always conceive monthly
OtherClanFertilityMultiplier 1 Monthly chance multiplier for rival clans
AffairAlwaysPregnant true Affair events always cause pregnancy
MenuKey F6 Menu hotkey

Tiếng Việt (tóm tắt)

Mod tăng khả năng thụ thai: vợ/thiếp dễ mang thai (x10, chỉnh được), sự kiện tư thông luôn đậu thai (kể cả nữ nhân gia tộc khác), và menu F6 — bấm nút là mang thai ngay lập tức. Cài qua Thunderstore Mod Manager là xong.

Compatibility

Built and verified against the Steam build of House of Legacy (2026-04 update, Mono/BepInEx 5). If a future game update renames internal methods, the mod disables itself gracefully and logs an error instead of crashing.

CHANGELOG

Changelog

1.7.4

  • FIX: ArgumentException: Getting control N's position in a group with only N controls. Unity runs the interface twice per cycle - a Layout pass that counts the controls, then the real pass that must ask for exactly the same ones. Two things broke that count:
    • The hover tooltip and the toast were drawn with layout controls guarded by state that is different in the two passes (GUI.tooltip is empty during Layout and filled during Repaint; a toast can start inside an event pass whose Layout has already run). Both now draw at a fixed rectangle, which never joins the count, and the layout reserves room for them unconditionally.
    • A tab or mode toolbar adopted the new selection immediately, so the rest of that pass drew a different set of controls than Layout had counted. Selections are now parked and adopted at the start of the next Layout pass - the highlight still moves at once, only the content behind it waits a frame.
  • A build-time lint now rejects any layout control guarded by pass-dependent state, and any selection adopted straight out of its control.

1.7.3

  • FIX: text no longer gets cut off. Every column, label and button in the menu carried a pixel width measured against the game's narrow built-in font. The accent-capable font 1.7.2 switched to is wider, so labels and buttons clipped and sliders ran off the right edge. All of those widths now scale by one number, UiScale (default 1.3), the window starts bigger, and one over-stuffed row of sliders was split in two.
  • The window can be resized. Drag the grip in the bottom-right corner; the size is saved to the config and comes back next time.
  • A build-time check now measures every sized label and button against the text it has to draw, and every row against the window width, so this cannot come back unnoticed.

1.7.2

  • FIX: the eugenics "skill" floor was writing into the wrong field. A person's info string is name|gen|talentId|talentValue|sex|maxAge|skillId|LUCK|... - token 7 is luck, not the skill value, and 1.7.0/1.7.1 wrote the MinSkill number there. The skill level is its own column on the member row, the one the character sheet shows next to the skill name, and that is where MinSkill now goes. Luck gets its own optional floor (MinLuck, off by default) so the old behaviour is still available on purpose. Children already born with inflated luck are harmless - luck has no cap - and nothing needs undoing.
  • FIX: the talent picker now shows real names. 1.7.1 said the game keeps no id-to-name table for talents. It does: AllText.Text_AllTianFu, built inline in the assembly rather than stored as an asset, which is why it was missed. It is short, because a "talent" is simply which field a person is gifted in - Writing, Might, Business, Arts - while how strong the gift is comes from the talent value. The picker lists those four by name, in the game's own language, instead of asking you to copy a person's talent line.
  • Vietnamese accents. The menu's Vietnamese has always been written with diacritics, but Unity's built-in interface font cannot draw them, so they came out as empty boxes. The mod now picks a font that can: one you name in FontName, then a font the game itself has loaded (it is drawing your language pack, so it has them), then a system font. If nothing on the machine can, the text falls back to unaccented Vietnamese rather than boxes.

1.7.1

  • FIX: the talent picker showed meaningless numbers (0, 5, 10...). The game's talent table turned out to be the numeric roll table used when a person is created, not a list of named talents - there is no id-to-name table in the game data at all. The picker now works off people: choose a clan member whose talent you like and your children are born with that talent line, shown as "name (talent #id, value)".

1.7.0 - the Legacy update

New Legacy tab in the F6 menu gathers everything below (family only - rival clans keep vanilla rules):

  • Eugenics: every child born into your family gets at least the talent/skill value you set, and can be given a chosen talent line - picked from a list read out of the game's own talent table. A child already above the floor is never downgraded.
  • Child limit: raise the per-couple cap (vanilla by default), applied only while the game judges your family or the palace.
  • No jealousy: the marital-relationship penalty for taking more spouses is skipped.
  • New marriages start devoted: set the relationship a marriage begins at.
  • Seizing a bride costs no fame: the forced-marriage path keeps the marriage but skips the fame and clan-relation losses.
  • Palace tribute & consort selection always succeed.
  • Imperial exam: your candidates always pass the luck gate and take the maximum bonus, so they claim the highest rank still free that session. Rivals keep vanilla dice. (Ranks are one-per-session by design: two of your people in one exam can never both be top.)

Bloodline:

  • Descendants: children of your secret children are tracked too, tagged by generation.
  • Incest warning: anyone the ledger knows to carry your blood is flagged in the Proposal tab and in the result message. The game itself has no inbreeding rules - this is information for you.
  • Rename a child you claimed, straight from the ledger row.
  • Export to HTML: a standalone page of the whole bloodline (counts, every child, mother, father, place, date) written next to the mod config.

1.6.1

  • FIX: the game's own "Propose marriage" button now always succeeds too. 1.4.0 only made the mod's own Proposal tab succeed; proposing from the palace or a rival clan still rolled the vanilla dice and could come back "not interested". The mod now fixes that roll inside the game's own proposal resolver (FormuAct.Ti_Qin), so clan level, standing with the palace and betrothal gift no longer matter. Toggle: ProposalAlwaysSucceeds.
  • FIX: the Proposal tab no longer hides people silently. Anyone filtered out is counted ("... and N more hidden"), and the new "Show people who cannot be proposed to" tick lists them with the reason (already married / not an adult / gone).

1.6.0

  • NEW: Housing tab - lists every family member in the estate you are standing in who has no home, with a "Give a home" button each and one "Give everyone a home" button. Nobody is ever moved out of a home they already have, because only the homeless are listed.
  • Reads the game's own housing data: the current estate from SceneID, residences from the built-structure list filtered by building type, and occupancy from the members themselves - so the list matches what the game's own arrange panel would show.
  • Writes the home in the game's exact format and bumps the estate headcount through Fudi_HSB_Member, the same call the game makes.
  • Works from anywhere - you no longer have to be standing in the estate. The homeless are grouped by the estate they belong to, with a button per person, per estate, and one for everybody. The estate you are in is read live; the others are read (READ ONLY) from their own save data using the same key and path the game uses, so nothing is ever written into another estate's file.
  • Refuses cleanly whenever an estate's data cannot be read or a residence is not free - the member's row is left untouched.

1.5.0

  • NEW: Marital harmony - set the husband/wife relationship of your own spouses from the My-family tab: a slider for the target value, a button per couple, and one button for every spouse at once. Writes the game's own relationship field (both directions), so the monthly routine picks it up immediately.
  • FIX: Claim now works for palace-born children. Secret children born in the royal palace were skipped because Claim only looked at rival clans; it now brings them home too, cleaning the mother's (and the official father's) children lists in the palace exactly like it does for clans.
  • Palace claims reuse the 1.4.0 safety locks: a child who has meanwhile been made crown prince (or crowned) is refused unless you unlock them, because those rows anchor court systems.
  • Claim on a child born inside your own house now explains itself ("already family") instead of silently doing nothing.

1.4.0

  • NEW: Proposal tab - propose to anyone and it always succeeds: rival clans, royal kin, princes, princesses and consorts. The person is married into YOUR family through the game's own marriage routine, and royal rows are retired exactly the way the game retires them when a royal marries out.
  • Royal identity is read from the game's own data (class@rank@flag): Emperor and Crown Prince are labelled in the list.
  • Safety locks: the Crown Prince needs an explicit tick in the tab (he loses the crown-prince title - name a new heir afterwards). The Emperor is locked: his row anchors court events, edicts, impeachments, provincial appointments and succession, so opening him needs AllowEmperor in the config file, and the mod warns before and after.
  • Every refusal changes nothing at all, and the marriage is confirmed before any royal row is retired - a failure can never lose a person.
  • New settings: ProposalAlwaysSucceeds, BridePrice, AllowCrownPrince, AllowEmperor.

1.3.0

  • NEW: Newborn gender select - Natural / always Boy / always Girl / custom % boys. Applied at the game's own member factory, so every family birth (wives, consorts, retainers, twins) follows it; explicitly-sexed creations (Claim) are never touched.
  • NEW: Twins & triplets - configurable chance (default 20%) that a family birth delivers a second baby, plus a chance (default 5%) of a third. On-screen notification, depth-guarded so it can never recurse.
  • NEW: Fast pregnancy - PregnancyMonths (1-10) clamps every ongoing pregnancy countdown, in every pool (family, palace, other clans). 10 = vanilla.
  • NEW: Give birth now button next to every pregnant woman in the F6 lists - sets her countdown to 1 so she delivers on the next month tick (fully vanilla birth path).
  • NEW: No postpartum rest (default ON) - wives/consorts can conceive again immediately after giving birth.
  • All new settings are live in the F6 menu header and in BepInEx/config section "5. Births".

1.2.1

  • One-click EN/VI language toggle button in the menu header (also in config: Language).
  • Search boxes: filter the father picker and the women lists by name - diacritic-insensitive ("van" matches "Văn").
  • The ledger's X button is now a labeled "Untrack / Bỏ theo dõi" button with a tooltip, plus a hint line explaining Untrack vs Claim.
  • Cleaner layout (wider window, fixed label widths) and internal frame names no longer leak into the ledger's "via" column.

1.2.0

  • NEW: Claim - bring a born secret child (other clans) home to your family from the Bloodline tab: correct generation and family tree via the game's own member factory, talent/skill carried over, all rival-clan links cleaned. Only children below adult age (v1). Creation happens before removal, so a failure can never lose data.
  • NEW: Real inheritance - ledger children inherit the REAL father's talent (and sometimes skill) at birth, when the father is known. Toggle InheritTalent.
  • NEW: Birth notifications - on-screen banner when a secret bloodline child is born (BirthNotify).
  • NEW: Vietnamese interface - Language = VI (default) or EN in config; entire F6 menu and notifications are bilingual.
  • NEW: Father picker - choose the father in the menu header before clicking "Make pregnant"; he is recorded in the ledger and used for inheritance and Claim.
  • Ledger fixes: royal-consort (King_qu) births now identify the child (children list index 23); retainer (MenKe) births are completed through a New_MemberNow hook and record the FuID father.
  • New icon (Vietnamese).

1.1.0

  • NEW: Bloodline secrets / cuckoo ledger - every affair conception (events and F6-menu) is recorded: mother, clan, real father when the game knows him, causing event, and in-game date. When she gives birth, the mod identifies the newborn and completes the entry.
  • NEW: Bloodline tab in the F6 menu - see all your secret children across rival clans, the palace, and outside blood inside YOUR house; live pregnancy countdowns, summary ("your blood runs in N rival clans"), remove entries with X.
  • Ledger is saved per save-slot next to the BepInEx config (plain text, survives game restarts; removing the mod never touches your save).
  • Toggle: BloodlineEnabled (default on).

1.0.2

  • Fixed the ROOT CAUSE of the royal palace interaction bug: palace scene NPCs (PerKMShow) cache their list index at spawn time, so after tributing a woman to the king (or any royal list change) clicking a consort opened nothing / the wrong person and threw ArgumentOutOfRangeException. The mod now re-locates the clicked person by their stable member ID and rewrites KingClick with the correct index - the interaction panel opens properly.
  • Kept the 1.0.1 panel guards as a safety net (skip + warning instead of crash when the person truly no longer exists).

1.0.1

  • Added a guard for a vanilla game bug: the royal palace panels (PerMemberKingPanel / PerMemberKingQuPanel) crash with ArgumentOutOfRangeException when opened with a stale index after the royal member/consort list shrank. The mod now skips the broken row and logs a warning instead. Toggle: FixRoyalPanelCrash (default on).

1.0.0

  • Initial release.
  • Family fertility multiplier (default x10) + "always pregnant" switch.
  • Other-clan fertility multiplier.
  • "Affairs always pregnant" — guaranteed conception from affair/liaison events, including other clans' women.
  • F6 in-game menu: click to impregnate wives/consorts, family women, royals, and other clans' women instantly; bulk button for all family spouses.
  • Live-editable settings in the menu; persisted to BepInEx config.