Fiona159 Posted August 16, 2020 Posted August 16, 2020 25 minutes ago, ZubZaZub said: This fix allows separation of SuperMutant heads, possibly prevents separation of arms and legs (didn't test this aspect properly yet). Ā Okay, I see.A split in CBBE will not conflict with your fix?I'm not interested in anything else.ŠŠ»Š°Š³Š¾Š“аŃŃ
ZubZaZub Posted August 16, 2020 Posted August 16, 2020 16 minutes ago, Fiona159 said: Okay, I see.A split in CBBE will not conflict with your fix?I'm not interested in anything else.ŠŠ»Š°Š³Š¾Š“аŃŃ I use CBBE myself. This fix affects only SuperMutants, nobody else. 1
Ulfberto Posted August 16, 2020 Author Posted August 16, 2020 Thank you so much @ZubZaZubĀ i hope you dont mind if i incorporate these workarounds to ACR and UAP? I will give you the proper credits ofc.
ZubZaZub Posted August 16, 2020 Posted August 16, 2020 6 minutes ago, Ulfbearth said: Thank you so much @ZubZaZubĀ i hope you dont mind if i incorporate these workarounds to ACR and UAP? I will give you the proper credits ofc. Yes, of course. Thank you for your mod. Ā Ā Ā 1
Fiona159 Posted August 16, 2020 Posted August 16, 2020 1 hour ago, ZubZaZub said: I use CBBE myself. This fix affects only SuperMutants, nobody else. Well, if you say so, it pleases).
ZubZaZub Posted August 16, 2020 Posted August 16, 2020 5 hours ago, ZubZaZub said: Also knocked out SuperMutants (Knockout Framework mod) remain standing, but you can see that they are still alive (small body movements) and they can be interacted. Ā Actually noticed that my fix doesn't help with the use of non-lethal weapon of Knockout Framework mod. It's the same result with or without fix. And it differs depending on type of used weapon. If ranged non-lethal weapon used then SuperMutants will be standing, looking alive and interactable whenĀ their health reaches zero. But with melee non-lethal weapon they can become frozen and non-interactable just after one or few hits when they are still full of health. Ā Ā Ā
vaultbait Posted August 16, 2020 Posted August 16, 2020 5 hours ago, ZubZaZub said: 6 hours ago, Fiona159 said: If you don't mind,can you tell me what these mods are? Mods like https://www.nexusmods.com/fallout4/mods/28756, which prevent separation of heads, arms, legs after death. Another example is https://www.nexusmods.com/fallout4/mods/14017
Fiona159 Posted August 16, 2020 Posted August 16, 2020 44 minutes ago, vaultbait said: Another example is https://www.nexusmods.com/fallout4/mods/14017 Thank you.I don't use such mods.
Mann.co Posted August 18, 2020 Posted August 18, 2020 so... I installed it using Vortex. None of the creatures have penises. And sex options arent availible. It doesnt say it is conflicting. Anything I could be possibly doing wrong? is Vortex the problem?
Ulfberto Posted August 18, 2020 Author Posted August 18, 2020 44 minutes ago, Mann.co said: so... I installed it using Vortex. None of the creatures have penises. And sex options arent availible. It doesnt say it is conflicting. Anything I could be possibly doing wrong? is Vortex the problem? do you have any mod working at all?
Mann.co Posted August 18, 2020 Posted August 18, 2020 3 minutes ago, Ulfbearth said: do you have any mod working at all? I was actually able to get it working. I uninstalled this, and installed UAF (your mod of course) and that version worked. After seeing it in action, i have to say. You... Are... A... GOD!!
Ulfberto Posted August 18, 2020 Author Posted August 18, 2020 43 minutes ago, Mann.co said: I was actually able to get it working. I uninstalled this, and installed UAF (your mod of course) and that version worked. After seeing it in action, i have to say. You... Are... A... GOD!! well, glad you got it working
Ulfberto Posted August 22, 2020 Author Posted August 22, 2020 Added the supermutant freeze fix as separated file,Ā byĀ @ZubZaZubĀ who found the workaround, thanks a lot!The file will install a esp plugin flagged as esl. Make sure to load it as last as possible. and as per author notes:So keep them in mind
justbob2 Posted August 22, 2020 Posted August 22, 2020 On 8/16/2020 at 7:04 AM, ZubZaZub said: My workaround for SuperMutant Freeze (disabling dismemberment mods didn't work for me) Ā In the record Fallout4.esm\Body Part Data\<SuperMutantBodyPartData> in Limb Part subrecords I removed references to Actor Value Information Ā LeftAttackCondition "Left Arm" [AVIF:0000036E] LeftMobilityCondition "Left Leg" [AVIF:00000370] (2 entries) RightAttackCondition "Right Arm" [AVIF:0000036F] RightMobilityCondition "Right Leg" [AVIF:00000371] (2 entries) Ā 2 entries for legs because each leg represented by 2 parts (leg and foot) Ā SuperMutants no longer freeze after death and can be looted. Downside is thatĀ limbs (arms and legs) become unavailable for VATS aiming (Super Mutants only). Ā Also knocked out SuperMutants (Knockout Framework mod) remain standing, but you can see that they are still alive (small body movements) and they can be interacted. Ā .esl file with my fix is attached. Ā My fix is not compatible with mods that disable SuperMutant dismemberment. Ā SuperMutantFreezeFix.esl 2.96 kB Ā· 17 downloads Question: There is a SuperMutant Freeze fix in the download section that contains a .esp file.Ā Which file should I use, this .esl or the .esp?
Ulfberto Posted August 22, 2020 Author Posted August 22, 2020 6 hours ago, justbob2 said: Question: There is a SuperMutant Freeze fix in the download section that contains a .esp file.Ā Which file should I use, this .esl or the .esp? I recommend using the esp instead so you can make it load as last as possible and have it dealt with any conflict. Ā I made it flagged as esl so dont worry about the plugin space.
justbob2 Posted August 22, 2020 Posted August 22, 2020 6 hours ago, Ulfbearth said: I recommend using the esp instead so you can make it load as last as possible and have it dealt with any conflict. Ā I made it flagged as esl so dont worry about the plugin space. Thank you
Vel W Posted August 24, 2020 Posted August 24, 2020 hey Ulfbearth,Ā Ā So, while this mod is working as intended, I noticed while fighting a behemoth (in a gun fight, not "that kind of" fight. You get my meaning lol~~) that VATS can no longer target its head and limbs.Ā Ā Is it this mod's doing? I'd okay with it because I've got other ways to kill behemoths and survive, but just want to make sure it's not my computer acting weird.
Ulfberto Posted August 24, 2020 Author Posted August 24, 2020 3 hours ago, Vel W said: hey Ulfbearth,Ā Ā So, while this mod is working as intended, I noticed while fighting a behemoth (in a gun fight, not "that kind of" fight. You get my meaning lol~~) that VATS can no longer target its head and limbs.Ā Ā Is it this mod's doing? I'd okay with it because I've got other ways to kill behemoths and survive, but just want to make sure it's not my computer acting weird. Hmmm... Apparently the supermutant freeze fix affects behemoths too? I notice that stuff cus i cant use VATS in my build
Vel W Posted August 25, 2020 Posted August 25, 2020 7 hours ago, Ulfbearth said: Apparently the supermutant freeze fix affects behemoths too? That's a good guess, but no, I've been doing without the supermutant freeze fix. I test-played thingsĀ before deciding which mods to keep and the prevention of VATS targeting supermutants isn't so much my cup of tea (as IĀ need VATS to fight those suicide bombers), so for AAF mods, I've only got these: Ā Ā Ā Could it be the Behemoth No Cart.esp? I am totally keeping that one~~~Behemoths without carts just feel so badass~~reminds me ofĀ Attack On Titans~~but I digress. Ā As a side note, for some reason this mod installs both "BehemothĀ Separated Cart.esl" and "Behemoth No Cart.esp" even tho I only chose "No Cart" and not "Loincloth" in the FOMOD.Ā Wonder what's up with that one. Ā
Ulfberto Posted August 25, 2020 Author Posted August 25, 2020 10 hours ago, Vel W said: That's a good guess, but no, I've been doing without the supermutant freeze fix. I test-played thingsĀ before deciding which mods to keep and the prevention of VATS targeting supermutants isn't so much my cup of tea (as IĀ need VATS to fight those suicide bombers), so for AAF mods, I've only got these: Ā Ā Ā Could it be the Behemoth No Cart.esp? I am totally keeping that one~~~Behemoths without carts just feel so badass~~reminds me ofĀ Attack On Titans~~but I digress. Ā As a side note, for some reason this mod installs both "BehemothĀ Separated Cart.esl" and "Behemoth No Cart.esp" even tho I only chose "No Cart" and not "Loincloth" in the FOMOD.Ā Wonder what's up with that one. Ā Hmm, on the process of reworking weights for behemoths, i mightve reimported the obj and the segment were gone? Dunno tbh. Ā Yeah, those are the plugins youll get to have the separated cartĀ working
vaultbait Posted August 25, 2020 Posted August 25, 2020 15 hours ago, Vel W said: IĀ need VATS to fight those suicide bombers Tangential, but the constant beeping during sex scenes got real old real fast, so I've been happily using https://www.nexusmods.com/fallout4/mods/9444 to swap their bombs out for rifles. Works great. Of course, if you actually likeĀ having suiciders, then I suppose that's not a mod for you. 1
Vel W Posted August 25, 2020 Posted August 25, 2020 Ā Ā 20 minutes ago, vaultbait said: Tangential, but the constant beeping during sex scenes got real old real fast, so I've been happily using https://www.nexusmods.com/fallout4/mods/9444 to swap their bombs out for rifles. Works great.Ā Of course, if you actuallyĀ likeĀ Ā having suiciders, then I suppose that's not a mod for you. Thanks for sharing. I can certainly see an audience for that mod. As you guessed, I do like having bombers aroundĀ from a gameplay perspective. Annoying and nerve-wrecking as they are, they bring strategic elements into the game. Ā 5 hours ago, Ulfbearth said: Yeah, those are the plugins youll get to have the separated cartĀ working Ā If so, let me confirm with youĀ what I think the plugins are doing. These are based on what I was able to read using FO4Edit. Correct me if anything sounds incorrect: Ā 1.Ā Ā "BehemothĀ Separated Cart.esl" splits the cart reference byĀ makingĀ it an outfit rather than an armor addon, so the game treats the behemoth and the cart he wears as 2 objects. Vanilla, unmodded game treats them as if they wereĀ 1 object. Ā 2.Ā Ā "Behemoth No Cart.esp" achieves the effects of behemoth not wearing the cart by simply making the cart's model invisible Ā 3. "BehemothĀ Separated Cart.esl" gets installed no matter what options are taken at the Behemoth FOMOD page. So long as the user uses the Behemoth animations here, this ESL is required. Ā Thanks for being patient. As aĀ NMM user, this is how I ensure all mods installed work as intended on my many-years-old laptop~~by understanding exactly how each does its job.
Ulfberto Posted August 25, 2020 Author Posted August 25, 2020 59 minutes ago, Vel W said: Ā Ā Thanks for sharing. I can certainly see an audience for that mod. As you guessed, I do like having bombers aroundĀ from a gameplay perspective. Annoying and nerve-wrecking as they are, they bring strategic elements into the game. Ā Ā If so, let me confirm with youĀ what I think the plugins are doing. These are based on what I was able to read using FO4Edit. Correct me if anything sounds incorrect: Ā 1.Ā Ā "BehemothĀ Separated Cart.esl" splits the cart reference byĀ makingĀ it an outfit rather than an armor addon, so the game treats the behemoth and the cart he wears as 2 objects. Vanilla, unmodded game treats them as if they wereĀ 1 object. Ā 2.Ā Ā "Behemoth No Cart.esp" achieves the effects of behemoth not wearing the cart by simply making the cart's model invisible Ā 3. "BehemothĀ Separated Cart.esl" gets installed no matter what options are taken at the Behemoth FOMOD page. So long as the user uses the Behemoth animations here, this ESL is required. Ā Thanks for being patient. As aĀ NMM user, this is how I ensure all mods installed work as intended on my many-years-old laptop~~by understanding exactly how each does its job. I cant remember exactly the reason i made the esl required because its been a long time. But i think i made it just so the loincloth can be toggleable and detected by AAF for stripping.
Vel W Posted August 26, 2020 Posted August 26, 2020 4 hours ago, Ulfbearth said: can be toggleable and detected by AAF for stripping. Yep, that's quite close to what I think the files' logic is. I know what it's like when one has done so many technically hard things theĀ old details could at times become hazy. Thank you all the same.
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