Operand Posted March 6, 2020 Posted March 6, 2020 Unique Player - AAF Patch View File Fixes the issue with the unique player body not being reused for the AAF scenes. What It Does Makes it so that MQ101PlayerSpouseMale and MQ101PlayerSpouseFemale are also affected by the Unique Player mod (adds the required references). AAF uses these records* when spawning a player NPC in the scenes so without the patch they will inherit default NPC setup for the body. Requirements Original Unique Player mod from the Nexus installed properly (follow the instructions there - you will need a custom body and skin textures etc) AAF - although this mod has nothing to do with AAF and will work regardless, there's no point in having it installed without AAF Installation Use any mod manager, it's a simple ESP. When prompted, override the ESP from Unique Player mod. Manually - just drop the ESP into your game Data folder and overwrite the existing file. Uninstallation Uninstall via mod manager (preferred way). If doing it manually - you'll need to restore the ESP from the original mod. ____ * AAF uses the "doppelganger" NPC in some cases - that is copied from the "player" record (FormID: 00000014), but in some cases it does use the pre-war Nick/Nora, hence for these cases the patch is necessary. F.A.Q. Q: Will it work with the unique player <insert name here> ? A: You can try the separate version. But it's still not likely Q: Why this mod and not the unique player <insert mod here> ? A: Because this is the most straight-forward mod that does exactly one thing and thus does not have any incompatibilities or complications. It it only my opinion, but out of all unique player mods that I inspected this is still the best one. Q: It doesn't work with the unique player mod <insert mod here>. Will you do a patch? A: No. Because I don't want to install them and test it. Q: How can I make it work with the unique player mod <insert mod here>? A: Open the mod ESP - the one that modifies the "player" record in F4Edit. Find the MQ101PlayerSpouseMale (FormID: A7D34) and MQ101PlayerSpouseFemale (FormID: A7D35) records in the base game. Copy them as override into the mod ESP. Change the WNAM - Skin field to the same as it is for the "player" record in that ESP. Save, done. Submitter Operand Submitted 03/06/2020 Category Other Requires Unique Player
Highborn Posted March 6, 2020 Posted March 6, 2020 So, does this work with Unique Player Framework? https://www.nexusmods.com/fallout4/mods/33183 That mod gives a different path to install a custom body, just like Uniqur Player, so I guess it will work?
Operand Posted March 6, 2020 Author Posted March 6, 2020 46 minutes ago, Highborn said: So, does this work with Unique Player Framework? https://www.nexusmods.com/fallout4/mods/33183 That mod gives a different path to install a custom body, just like Uniqur Player, so I guess it will work? I highly doubt that. Because the way this mod works is overwriting the esp file itself and judging by the description the mod from above does a lot more edits. So if you load this patch after the mod you mentioned - it will likely break everything that's done in that mod. I would not recommend doing it, but you can try and see what happens (my prediction: starting from messed up player models to CTDs) The reason I use the original Unique player is because it's as simple as it can get, Just 1 edited record (3 with this mod), straight-forward update of the paths and that's it. Anything else I do for myself - textures, meshes. UPF also has a long list of incompatibilities and is only worth it for vanilla clothes which aren't the thing to be excited about. I can do it so that this mod is a separate ESP - then it is likely to work, provided that the records were not modified by anything else. But that's an additional ESP for such a small thing...
Highborn Posted March 6, 2020 Posted March 6, 2020 33 minutes ago, Operand said: I highly doubt that. Because the way this mod works is overwriting the esp file itself and judging by the description the mod from above does a lot more edits. So if you load this patch after the mod you mentioned - it will likely break everything that's done in that mod. I would not recommend doing it, but you can try and see what happens (my prediction: starting from messed up player models to CTDs) The reason I use the original Unique player is because it's as simple as it can get, Just 1 edited record (3 with this mod), straight-forward update of the paths and that's it. Anything else I do for myself - textures, meshes. UPF also has a long list of incompatibilities and is only worth it for vanilla clothes which aren't the thing to be excited about. I can do it so that this mod is a separate ESP - then it is likely to work, provided that the records were not modified by anything else. But that's an additional ESP for such a small thing... What's the appeal of Unique Player though? From the description it doesn't seem like it changes any outfits, just the body. If that's the case, it would only make sense for people who play naked.
Operand Posted March 6, 2020 Author Posted March 6, 2020 14 minutes ago, Highborn said: What's the appeal of Unique Player though? From the description it doesn't seem like it changes any outfits, just the body. If that's the case, it would only make sense for people who play naked. Remembering what AAF is used for (most of the times) and also which site are we currently in, that justifies the idea a whole lot and more. Updated with the separate version of the patch. You can try following installation instructions and see what happens. No guarantees though. I use Unique Player and build outfits that only PC will wear. Which works just fine. It's not perfect, but it is a good trade off between simplicity&stability vs immersion&uniqueness.
Highborn Posted March 6, 2020 Posted March 6, 2020 6 minutes ago, Operand said: Remembering what AAF is used for (most of the times) and also which site are we currently in, that justifies the idea a whole lot and more. Updated with the separate version of the patch. You can try following installation instructions and see what happens. No guarantees though. I use Unique Player and build outfits that only PC will wear. Which works just fine. It's not perfect, but it is a good trade off between simplicity&stability vs immersion&uniqueness. I know, and it's fine. But never had a problem with UPF, it does the same but also changes the outfits so not all npcs have the same body as mine. I was just wondering if Unique Player had the same option and I just missed. It's way more popular than UPF but I'm just surprised that after all this time it doesn't seem like Fallout 4 players care about npcs having all the same body.
Operand Posted March 6, 2020 Author Posted March 6, 2020 10 minutes ago, Highborn said: I know, and it's fine. But never had a problem with UPF, it does the same but also changes the outfits so not all npcs have the same body as mine. I was just wondering if Unique Player had the same option and I just missed. It's way more popular than UPF but I'm just surprised that after all this time it doesn't seem like Fallout 4 players care about npcs having all the same body. Just after a short look: UPF has some issues with facial features (not exactly sure what they are, but mentioned quite a lot) UPF seems to have issues with Start Me Up & Co (which I personally use always) Vanilla outfits look like dog sh*t (with few exceptions) - why bother anyways? Even if decided to wear vanilla clothing - want to use Fusion Girl (and the recent vanilla conversions)? I guess another hour spent on copying the files. That is, if it will even work considering the huge red sign from the author "no edits of clothing and armor" (See the bugs section) At the same time, using Unique Player (for me) is paramount because: Want to be a unique. Duh. Want to save some frames with only the player sporting 8k textures Using the mod-added armor & clothing anyways. So it's not like any NPC will spawn in them The idea is really good, don't get me wrong. But the implementation is yet lacking. Not sure how I would've approached it, but ideally it should be as easy as hitting a button in bodyslide 2 times instead of 1 (with 2 different presets for the same clothing)
Highborn Posted March 6, 2020 Posted March 6, 2020 2 minutes ago, Operand said: Just after a short look: UPF has some issues with facial features (not exactly sure what they are, but mentioned quite a lot) UPF seems to have issues with Start Me Up & Co (which I personally use always) Vanilla outfits look like dog sh*t (with few exceptions) - why bother anyways? Even if decided to wear vanilla clothing - want to use Fusion Girl (and the recent vanilla conversions)? I guess another hour spent on copying the files. That is, if it will even work considering the huge red sign from the author "no edits of clothing and armor" (See the bugs section) The idea is really good, don't get me wrong. But the implementation is yet lacking. Not sure how I would've approached it, but ideally it should be as easy as hitting a button in bodyslide 2 times instead of 1 (with 2 different presets for the same clothing) Well, I never had any problems with facial features or Start Me Up, which I also use a lot. If you go to Unique Player bug section you can also find problems like that. Anyway, the problem is not my character wearing vanilla outfits, but the NPCs. It's not really immersive when all the females in the world have a sexy body like my PC. Before UPF, I also played like that, making vanilla outfits with a different bodyslide preset for the NPCs. But, during some gameplays where my character ends up stripped and having to find the nearest clothes available, it would eventually break the immersion when I equipped them and my body changed.
Operand Posted March 6, 2020 Author Posted March 6, 2020 12 minutes ago, Highborn said: Well, I never had any problems with facial features or Start Me Up, which I also use a lot. If you go to Unique Player bug section you can also find problems like that. Anyway, the problem is not my character wearing vanilla outfits, but the NPCs. It's not really immersive when all the females in the world have a sexy body like my PC. Before UPF, I also played like that, making vanilla outfits with a different bodyslide preset for the NPCs. But, during some gameplays where my character ends up stripped and having to find the nearest clothes available, it would eventually break the immersion when I equipped them and my body changed. Not sure why NPC body is an issue without UPF or even Unique Player. Before I discovered Unique Player I was just using modded clothing on the PC and that clothing was built with the desired preset (what you mentioned as "sexy body"). The NPC all wear vanilla clothing which by default then will be just vanilla shape, so no problems here: PC looks "sexy", NPCs look "usual". Now as I'm using Fusion Girl body and there is a vanilla refit mod for that - I just built the vanilla clothing with the preset I made for NPCs and I build modded clothing again with the player-specific preset. Like before, at this point I don't need any Unique Player at all for this to work and NPCs will not share the same body looks as the player. That is - unless the AAF comes into play. Then it is clear that the body shape is the same because actors are naked. That's where Unique Player comes handy and that's why I use it in this context. So in my setup - if I give NPCs the clothing that's build for PC use - of course, their body will start looking like PC, "sexy one". And vice versa - if I equip vanilla clothing on PC it will look "usual". But I know that so why break my own immersion? I use vanilla refits for Fusion Girl just because without that there are visual bugs on many open clothing (like red dress). I don't care that much about vanilla clothing anyways. Therefore your point "ended up naked, need any clothes to cover" - is valid - but I do not recall that ever being the case for me. Plus even if it was, I have many "PC-specific" outfits available so I would just spawn the right one (basic clothing) and that's it.
VonHelton Posted March 7, 2020 Posted March 7, 2020 Unique Player is now "Unique Player & Follower Redux" 2
EgoBallistic Posted March 7, 2020 Posted March 7, 2020 22 hours ago, Operand said: Makes it so that MQ101PlayerSpouseMale and MQ101PlayerSpouseFemale are also affected by the Unique Player mod (adds the required references). AAF uses these records when spawning a player NPC in the scenes so without the patch they will inherit default NPC setup for the body. This isn't actually the case. AAF uses its own body double NPC, AAF_Doppelganger, in animations. That actor is templated from the Player. The only time MQ101PlayerSpouseFemale is used as a body double is in pre-war scenes, because Fallout 4 doesn't finalize the female player until you exit Vault 111. MQ101PlayerSpouseMale is never used as a body double. Not saying your mod won't work, since there are times the female spouse model is used. Just setting the record straight. 1
Operand Posted March 7, 2020 Author Posted March 7, 2020 2 hours ago, EgoBallistic said: This isn't actually the case. AAF uses its own body double NPC, AAF_Doppelganger, in animations. That actor is templated from the Player. The only time MQ101PlayerSpouseFemale is used as a body double is in pre-war scenes, because Fallout 4 doesn't finalize the female player until you exit Vault 111. MQ101PlayerSpouseMale is never used as a body double. Not saying your mod won't work, since there are times the female spouse model is used. Just setting the record straight. Cool, thanks. That explains why I thought that the issues when AAF scenes use "wrong model" are the fault of the mods that triggered the scene. Because sometimes it happens and sometimes it doesn't so I grew tired of that and just looked up the actor BaseID in console for the case when the model was wrong and made this mod. 1
VonHelton Posted March 8, 2020 Posted March 8, 2020 17 hours ago, EgoBallistic said: Fallout 4 doesn't finalize the female player until you exit Vault 111. .......which is PRECISELY why I tell people NOT to add mods to their game until AFTER they leave the vault & talk to Codsworth. Unfortunately, not many people listen to me, and end up with a buggy game.
GammaRadiatedCookie Posted June 14, 2020 Posted June 14, 2020 Sorry to necro a bit but, I've got a few questions. I've played a game where I modded after leaving the vault with unique player working fine. If I wanted to make a new game save, would I have to repeat the process of reinstalling all of the mods after leaving the vault? My initial save data of leaving the vault had been overwritten due to autosaves. If I do, would it only be the aaf-related mods? This question is just confirming if I can't use a shortcut for this method: Would I be fine if I used a downloaded save of RIGHT BEFORE leaving the vault? I would assume that it wouldn't work well because, as already mentioned, the female player model isn't done until you exit the initial vault.
Sgt. Marge Posted February 18, 2022 Posted February 18, 2022 I wanted to thank you for putting this mod up. After working at it for a while I was able to integrate it into my setup. The main issue that I had was with using SKK Fast Start, which had been working well previously to get the game going quickly as I was also testing mods for the past few days. It employs a script to run the player character through vault 111 during a loading screen. Unfortunately there is an issue when using Fast Start together with Unique Player, in that the player character doppelganger is invisible during AAF scenes. I tested this on a minimal install profile as well as my main profile and got the same results multiple times with new games each time. It was only when removing SKK Fast Start that the issue was resolved. I've also now got it loading at a priority level slightly lower than the AAF folders in MO and that seems to help with reliability. I can only assume that the vault101 script used by Fast Start is not enough and that as was stated earlier in this thread, the player character is not being "finalized" properly. I de-compiled it and checked it out, seemed OK to me but I only have some rudimentary knowledge of papyrus. The other tidbit I wanted to pass along is if someone is having issues not seeing their changes show up in game, make sure to open all mods with xEdit (aka FO4Edit) and ensure that nothing else is loading after this which is overriding the Player record 00000007. If so, it may be necessary to forward the change into a patch. In my case it was the skin record. Always good when a problem becomes a learning experience and even better when the result is a success! Cheers
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