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Posted

Could the floating head be from the collar or other outfit being broken or missing textures? Can you select a floating head from the console and put in "unequipall" (no quotes) for it and see if the nude body shows up?

Posted (edited)
55 minutes ago, Cranky Cat said:

Could the floating head be from the collar or other outfit being broken or missing textures? Can you select a floating head from the console and put in "unequipall" (no quotes) for it and see if the nude body shows up?

 

In my case, I see synth heads, upper body and legs, but no hands. I never thought of them being just synth heads, probably because I set the mod to always try to give them some basic clothes automatically as soon as they are enslaved, so I guess they would really be just synth heads if I took their clothes off. I just never felt like trying, because the last time I did try and saw this bug, I just decided to stop using the feature and I never really tried to look deeply into what

could the problem be.

 

The feature used to work well a year ago, but since then I changed my mod list quite a bit, so it's hard to tell what went wrong along the way. :/ One thing is certain, it's not MCG mod itself, because it has not been updated for a long time.

Edited by MrFuturehope
Posted (edited)
3 hours ago, MrFuturehope said:

 

Funny. I had the same issue. Actually, I still do, but I'm using the AAF downloaded from moddingham (link is in the description of the AAF mod page here at Loverslab). I thought it would be the same version if not even newer than the one uploaded here. Either way, it's certainly not the older version and yet I have the same problem. I don't think AAF is the culprit though, it's just a framework for animations, enslavement feature of MCG has no reason to use it. Are you sure you managed to fix it simply by reinstalling AAF and you did not actually change anything else?

 

EDIT: I see now there's no longer any AAF version downloadable directly from Loverslab itself anymore, so yeah that's a sign we are using the same version and one more reason for me to think AAF isn't the reason why is this happening.

EDIT: I found the ACTUAL source of the conflict... the Crime and Punishment compatibility patch for Magna Cum Guadio does not work, which is what was causing enslaved unnamed NPCs (raiders, wild dogs, etc...) but not named NPCs to turn into floating disembodied gen 2 male synth heads. Removing CAP and patches cleared up the issue entirely, but now I don't have either MCG or CAP... Sad.

 

No, just rechecked and came back to report that I jumped the gun a bit... Sadly, you are right. I can now enslave the Abernathys and they work fine... but random, unnamed enemies like dogs, raiders, etc... are still floating heads... Perplexing.

 

Edit: Can you post your mod list so I can cross reference it against mine, and can you enslave the Abernathys?

Edited by ARI87
Posted (edited)
3 hours ago, Cranky Cat said:

Could the floating head be from the collar or other outfit being broken or missing textures? Can you select a floating head from the console and put in "unequipall" (no quotes) for it and see if the nude body shows up?

EDIT: I found the ACTUAL source of the conflict... the Crime and Punishment compatibility patch for Magna Cum Guadio does not work, which is what was causing enslaved unnamed NPCs (raiders, wild dogs, etc...) but not named NPCs to turn into floating disembodied gen 2 male synth heads. Removing CAP and patches cleared up the issue entirely, but now I don't have either MCG or CAP... Sad.

 

I don't think that is the issue for two reasons: 1) I can now enslave the Abernathys without the bug occuring, and 2) the enslaved creatures are not synths to begin with (for example, dogs, raiders, etc). Something is going wrong in the cloning script when it replaces the character with a clone and disintegrates the original which is changing them into male gen 2 synths, so maybe something is getting changed in a NPC list that was being referenced? CBBE and looksmenu are required, and I'm not running anything else that should confuse it. Crime and Punishment is patched so that shouldn't be a conflict. Honestly, its hard to say, but hopefully now that there is another I can try to cross reference our mods to narrow down the potential culprits. Nothing I have is listed as incompatible, but that guide is outdated and given the number of mods, impossible to make complete via reasonable means.

Edited by ARI87
Posted
11 minutes ago, ARI87 said:

I don't think that is the issue for two reasons: 1) I can now enslave the Abernathys without the bug occuring, and 2) the enslaved creatures are not synths to begin with (for example, dogs, raiders, etc). Something is going wrong in the cloning script when it replaces the character with a clone and disintegrates the original which is changing them into male gen 2 synths, so maybe something is getting changed in a NPC list that was being referenced? CBBE and looksmenu are required, and I'm not running anything else that should confuse it. Crime and Punishment is patched so that shouldn't be a conflict. Honestly, its hard to say, but hopefully now that there is another I can try to cross reference our mods to narrow down the potential culprits. Nothing I have is listed as incompatible, but that guide is outdated and given the number of mods, impossible to make complete via reasonable means.

 

I'm afraid successful enslavement of Abernathys is not an indicator of anything relevant, because they are unique NPCs. Unique NPCs were always kinda special compared to regular NPCs like raiders, settlers, etc. For example, people tried to use console commands to change Codsworth to a human and mess with his look, it turned out to be harder than they thought it would be. It's not impossible to do so, but the only proper solution is through a mod and it's pretty much the same with other unique NPCs, so maybe that's why Abernathys looked normal after being enslaved, their look may be somehow protected. My mod list is quite long one and it will take me some time to get to it and to figure out how to actually export the damn list from Vortex in the first place lol, but in the meantime feel free to PM me with your own mod list for comparison, maybe we can figure something out together, we'll see.

Posted
54 minutes ago, MrFuturehope said:

 

I'm afraid successful enslavement of Abernathys is not an indicator of anything relevant, because they are unique NPCs. Unique NPCs were always kinda special compared to regular NPCs like raiders, settlers, etc. For example, people tried to use console commands to change Codsworth to a human and mess with his look, it turned out to be harder than they thought it would be. It's not impossible to do so, but the only proper solution is through a mod and it's pretty much the same with other unique NPCs, so maybe that's why Abernathys looked normal after being enslaved, their look may be somehow protected. My mod list is quite long one and it will take me some time to get to it and to figure out how to actually export the damn list from Vortex in the first place lol, but in the meantime feel free to PM me with your own mod list for comparison, maybe we can figure something out together, we'll see.

I think I found the issue on my end, hopefully it helps you get sorted as well. Turns out the Crime and Punishment mod patch for CAP and MCG doesn't work entirely as intended. I reported to the author (FlashJoeR) as well, but removing CAP and patches completely fixed the issue on my end. If you're running CAP as well, that's probably the issue. Truly frustrating... Not only was it a recommended mod for MCG, but the patches exist which made it the last thing I would have checked. I even ran it through FO4edit to check for conflicts, but it wasn't even something overwriting the patch or CAP. Unfortunately, it's also a huge deal breaker for me since I'm trying to set up for a high charisma evil bandit run using a slave penial legion, and the CAP holdup and bounty hunter systems really make the concept work. Losing the romance/dating system sucks, but maybe I can substitute Just Business. Hopefully this saves you some time and frustration. I'll PM you, too, to make sure you get notified.

Posted
8 hours ago, ARI87 said:

I think I found the issue on my end, hopefully it helps you get sorted as well. Turns out the Crime and Punishment mod patch for CAP and MCG doesn't work entirely as intended. I reported to the author (FlashJoeR) as well, but removing CAP and patches completely fixed the issue on my end. If you're running CAP as well, that's probably the issue. Truly frustrating... Not only was it a recommended mod for MCG, but the patches exist which made it the last thing I would have checked. I even ran it through FO4edit to check for conflicts, but it wasn't even something overwriting the patch or CAP. Unfortunately, it's also a huge deal breaker for me since I'm trying to set up for a high charisma evil bandit run using a slave penial legion, and the CAP holdup and bounty hunter systems really make the concept work. Losing the romance/dating system sucks, but maybe I can substitute Just Business. Hopefully this saves you some time and frustration. I'll PM you, too, to make sure you get notified.

 

Thanks for letting me know, I'm using CAP and the patch for MCG which was made by CAP mod author. I haven't tried to disable them yet. I remember both mods used to work well together a year ago, or at least I thought so, but back then we were using older CAP version for which MCG mod author created his own patch, so it was a whole different setup.

 

Anyway, truth be told, enslavement feature in MCG was always kinda bugged for me even before this synth head problem. The other problem which I had with it was that I was never really able to actually sell the slaves to the traders naturally. I figured out this was because for some reason they lost their original enemy faction in the process which would made it possible to sell them as a slave. The fix was obvious, every time I wanted to sell a slave, I had to manually add them to an enemy faction through console command and only then it was possible to sell them. Sadly though, this broke the immersion and felt like cheating, and worst of it all, since the price was just about 60 caps for regular slave, it felt like it's not even worth the hassle, because the enslaving equipment, food for the slave and other stuff you need probably costs you more than you would get back by selling the slave, not to mention the time and effort it takes to even get started with enslavement in your game, however at least back then, it was still a nice alternative way of getting new settlers, so I was using it that way. Unfortunately, with this synth head problem I lost interest in that option too.

 

In times like this, I wish @anghelos92 would come back here and help us with these issues, but he has not come online for a long time. :(

Posted

Has anyone tried to set up a development environment in MO2 with the source to see if they can create a working build to make changes? If I take that on I'm afraid I'll never get to the point when I can play the darn game.

Posted (edited)
35 minutes ago, Cranky Cat said:

Has anyone tried to set up a development environment in MO2 with the source to see if they can create a working build to make changes? If I take that on I'm afraid I'll never get to the point when I can play the darn game.

 

I'm pretty sure that's how many mod developers work - Mod Organizer 2 is just a mod management tool. Official tool set for content creation is a whole different thing which works separately and independently of the mod management tools. As far as I know, many good modders actually don't get to play the game that much themselves, so even for purposes of testing of their mods, they rely greatly on the feedback of the users, but the thing is they don't really mind, they enjoy creating new content as much as playing it.

 

As for the source of MCG mod itself (if that's the source you were referring to), I'm pretty sure some modders have used it in the past, if not for anything else, they have probably used it to create patches to make their own mods compatible with it. The password protected source and the password itself are available in the original post. If you, or anyone else for that matter decided to give it a try, I'm pretty freaking sure it would be greatly appreciated, because the mod is still pretty damn popular and covers lots of features out of the box, features normally found in many other mods, so instead of having to install lots of mods, you can install this one and have them all in one. :)

Edited by MrFuturehope
Posted (edited)

I found a couple of things so far:

 

  1. The prostitution approach was the problem I was having. The condition wasn't cleared when the approach timed out because you are busy. This left it in place permanently with no way to resolve it and led to the message saying there was no NPC in the crosshairs. I think adding the prostitution approach to the dialog/approach clear will avoid this.
  2. Only a few vanilla beds are searched for on furniture events like the "cuddle" activity. A bed patches to add to the MCG bed formlist would be good to have.
  3. I'm not sure if this is XDI (Extended Dialog Interface) related but sometimes a dialog would disappear before I can respond leaving me stuck in place in a "scene" with no conversation and no way out. No idea what causes this so far. I'm not sure I can reproduce it intentionally though.
  4. The timeout for being busy can be too short if an NPC has to go through a "stand up" type animation first. Maybe increase the delay.

 

Anything else related to MCG (Not other mods)?

I'm not sure how I'd go about asking @anghelos92 for permission to update the mod. I did get an unpacked dev build working for me where I can edit and recompile scripts.

Edited by Cranky Cat
Posted
On 5/23/2023 at 4:02 AM, Cranky Cat said:

I'm not sure how I'd go about asking @anghelos92 for permission to update the mod. I did get an unpacked dev build working for me where I can edit and recompile scripts.

 

Well, before you get your permission, I guess you could try to make your own patch instead of modifying the M.C.G itself. What I mean by patch is an external mod that would load after M.C.G. in the mod load order and once loaded, it would modify the behavior of the base M.C.G mod itself.

Posted
On 5/23/2023 at 4:02 AM, Cranky Cat said:

'm not sure how I'd go about asking @anghelos92 for permission to update the mod. I did get an unpacked dev build working for me where I can edit and recompile scripts.

I am pretty sure you can even upload your own version of mcg, anghelos gave this permission, you have just to give credits and other minor things like no extra special patreon treatment if you have any. It is all written in the OP. 

 

Mod's massive anyways and it is difficult to temper with dialogues so good luck and be the force with you!

Posted (edited)
On 4/13/2019 at 9:20 AM, anghelos92 said:

LEGAL:

  •  You can use the source code, provided under license, to do everything you want in your mod, or you can make forks, changes to this mod and even upload your own version of this mod, but:
    • You must mention me (Anghelos92) in the credits of your mod if you were inspired or used any code from me as I did for every author that inspired or helped me with this mod; 
    • You must provide your source code in the download section;
    • Don't allow any child porn situation in your modification, of any kind even if this is a videogame;
    • No priority given in terms of privileged support or limited exclusive temporal distribution of newest version to eventual Patreon or Donators of any kind;

 

Edited by Martin56
Posted
1 hour ago, Martin56 said:

I am pretty sure you can even upload your own version of mcg, anghelos gave this permission, you have just to give credits and other minor things like no extra special patreon treatment if you have any. It is all written in the OP. 

 

Mod's massive anyways and it is difficult to temper with dialogues so good luck and be the force with you!

 

I see I'm not the only one wishing for updates and fixes, huh? :D

Posted

There is a problem with the mod settings. Settings 1, 2, 3, 4, 5, 6, 7, and 8 of the user mode are set to none when the menu window is closed and reopened. Any workaround help? MO2 is in use.

 

It is written with a translator, so the words may be a little strange.

Posted
On 2022. 2. 12. at 오전 8시 2분, DbleMinded said:

불행히도 그렇지 않습니다. 나는 모든 MCM 페이지를 가지고 있지만 시작 모드 버튼이 없으며 지시한 대로 단축키를 변경하려고 하면 즉시 "없음"으로 되돌아갑니다. 왜 핫키를 설정할 수 없는지 모르겠지만 할 수 없기 때문에 모드를 시작할 수 없습니다. 도움을 주셔서 감사합니다.

like this

Posted
22 hours ago, Cranky Cat said:

What did you want to see fixed?

 

I would love to have a fix for the enslavement problem we discussed couple of posts earlier - slaves turned into floating synth heads no matter what kind of race or faction the enslaved character is. Also the enslaved character in my game always lost its original faction, therefore I was unable to sell them as a slave to traders, because from my understanding of how M.C.G. enslavement works, the character must belong to an enemy faction of that trader you want to sell them to. I understand the floating synth head problem might be a conflict with another mod, it is suspected to be Crime and Punishment, however I was not able to confirm this personally yet, but sadly Crime and Punishment is a must have mod for me together with M.C.G. so even if I found out that CAP and its current patch for M.C.G is causing this issue, I couldn't really do anything about it myself, but for a small chance that it's something that can be solved on the M.C.G. side, I'd like to see that fixed if possible at all.

Posted
3 hours ago, MrFuturehope said:

 

I would love to have a fix for the enslavement problem we discussed couple of posts earlier - slaves turned into floating synth heads no matter what kind of race or faction the enslaved character is. Also the enslaved character in my game always lost its original faction, therefore I was unable to sell them as a slave to traders, because from my understanding of how M.C.G. enslavement works, the character must belong to an enemy faction of that trader you want to sell them to. I understand the floating synth head problem might be a conflict with another mod, it is suspected to be Crime and Punishment, however I was not able to confirm this personally yet, but sadly Crime and Punishment is a must have mod for me together with M.C.G. so even if I found out that CAP and its current patch for M.C.G is causing this issue, I couldn't really do anything about it myself, but for a small chance that it's something that can be solved on the M.C.G. side, I'd like to see that fixed if possible at all.

 

I don't use CAP so don't really know how it works.


1. The synth heads sounded like it was a conflict in armor slots which I can definitely check. I don't have CAP installed and it may take a while before I can figure it out and reproduce the issue. Do you know how to quickly reproduce it if you start from a fairly early game? That way I can test a fix.

2. It looks like the allowed factions for selling are hardcoded so do you recall the faction of the slave and the faction of the merchant you couldn't get to work? That'll help me see what it'd take. If it won't allow selling slaves to non-enemies then maybe that's a design decision which can use a new setting to override it.

 

How many mods do you have installed? I know Ulf (author of Atomic Muscle) made a backup of everything needed to recreate his MO2 profile and posted to Google Drive. Maybe that'd be faster if it'll be a long time before I can get to the right situations to test it all out. I'm starting over with my saves after vetting the mods I wanted so don't have any saves to load right now. I could create a new MO2 profile if it isn't simply to big to upload.

Posted (edited)
7 hours ago, sadfxczvew said:

There is a problem with the mod settings. Settings 1, 2, 3, 4, 5, 6, 7, and 8 of the user mode are set to none when the menu window is closed and reopened. Any workaround help? MO2 is in use.

 

It is written with a translator, so the words may be a little strange.

 

@sadfxczvew So the hotkeys you set for MCG do not stay configured? I have a couple of questions. I'm not sure these will translate well :(

 

  1. Do you use Mod Organizer 2?
  2. Do you have a non-English keyboard? I'm wondering if the keycodes might not work in some cases.
  3. What keys are you assigning? If you use regular letters (like A) instead of an alt (alt-A) then I'm not sure MCM will warn you of conflicts.
  4. I believe I had to create a couple of folders in my MO2 overwrite folder like C:\Users\xxxxxxx\AppData\Local\ModOrganizer\Fallout 4\overwrite\MCM\Settings for it to work. That's where the actual key codes are stored in Keybinds.json. This is not the same as the ones for each mod in subfolders for each mod; i.e. C:\Users\xxxxxx\AppData\Local\ModOrganizer\Fallout 4\mods\Ultimate AAF Patch\MCM\Config\keybinds.json.
Spoiler

MCM-Keybinds.jpg



 

Edited by Cranky Cat
Posted
7 hours ago, Cranky Cat said:

 

@sadfxczvew 그러면 MCG에 대해 설정한 단축키가 구성된 상태로 유지되지 않습니까? 몇 가지 질문이 있습니다. 번역이 잘 될지 모르겠습니다:(

 

  1. Mod Organizer 2를 사용하십니까?
  2. 영어가 아닌 키보드가 있습니까? 경우에 따라 키 코드가 작동하지 않을 수 있는지 궁금합니다.
  3. 어떤 키를 할당하고 있습니까? alt(alt-A) 대신 일반 문자(예: A)를 사용하는 경우 MCM에서 충돌에 대해 경고할지 모르겠습니다.
  4. 작동하려면 MO2 덮어쓰기 폴더에 C:\Users\xxxxxxx\AppData\Local\ModOrganizer\Fallout 4\overwrite \MCM\Settings 와 같은 두 개의 폴더를 만들어야 한다고 생각합니다. 실제 키 코드가 Keybinds.json에 저장되는 곳입니다. 이것은 각 모드의 하위 폴더에 있는 각 모드의 것과 동일하지 않습니다. 예: C:\Users\xxxxxx\AppData\Local\ModOrganizer\Fallout 4\mods\Ultimate AAF Patch\MCM\Config\keybinds.json.
  내용 숨기기

MCM-Keybinds.jpg


1. I am using mod organizer 2.
2. My keyboard supports Korean and English.

3.Not only does the shortcut not hold, but the on/off option is also initialized.
(For example, if you press the button that is OFF in the mode setting and change it to ON, close the esc menu, open it again, and enter the setup window, it is initialized to OFF.)

4. :There is no folder in Local. There is an overwrite folder in 'C:\Modding\MO2\overwrite' instead.
Below is a screenshot of my MO2 right window.169692193_.JPG.ccedf353c9fc84e1e07bca72899f99d2.JPG

 

Posted
1 hour ago, sadfxczvew said:

 

I don't think it is a problem of your keyboard, I have seen this problem already reported in the past, it definitely is an installation problem, the mcm menu is displayed but the mod itself is not properly installed so the function that should register for the keybind is not active.

 

Try reinstalling the mod, make sure it is in your load order, some mod organizers often install the MCM folder but not the mod data files in the data folder, also make sure to initialize the mod.

 

To initialize the mod you are prompted with a message popup when you first load the world.

Posted
13 hours ago, MrFuturehope said:

slaves turned into floating synth heads no matter what kind of race or faction the enslaved character is

An hint about this: 

The enslavement function works by cloning the actor you enslave, cloning is a must to have the ability for your slaves to have the properties to be recognized to work in the settlements. 

To do this anghelos made a single actor base, i think, which inherit the caratheristic of the enslaved by copying their "leveled actor base". I think leveled actor bases could change for most random encounters (it is the reason in some parts u get ambushed by sinths one time, by radroaches another, by super mutants another etc...) So maybe the original leveled actor base somewhat remains registered in the cloned slave even if that should have been used only to inherit physical appearence and keywords factions at cloning act and then be discarded.

Posted
4 hours ago, sadfxczvew said:

 

 

The local folder is just the default MO2 location. You installed to c:\modding which is probably fine.

 

Can you try this?

 

  1. Try what @Martin56 suggested and reinstall the Mod Configuration Menu just in case. I see the files there though.
  2. Set one or two of the hotkeys you keep trying to set and exit the configuration menu. Do not go back into the menu to check.
  3. Save your game (not sure if necessary but just in case).
  4. Exit FO4.
  5. Upload the keybinds.json from your screenshot to a site like pastebin.com and send the link to it.
  6. Check the modification date of keybinds.json to see if it is the current date. The screenshot does not show that.
  7. In the In your DATA tab of MO2 and the \MCM\Config\ folder do you see all of the mods you have settings for? Does the one you tested setting keys for have the current date?

I hope this helps! It's more of a MCM issue and not MCG though. Maybe move to post to https://www.loverslab.com/forum/59-fallout-4-non-adult-mods/ and put the link to the new thread to continue discussions.

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