Jump to content

Recommended Posts

Posted
8 hours ago, LenAnderson said:

Do you know how the followers in Outcasts and Remnants and in Project Valkyrie are implemented?

RMR gets followers from Game.GetPlayerFollowers() and then checks that they are in the CurrentCompanionFaction.

I did some digging and it looks like they use a slightly different faction system. The use the "PlayerAllyFaction" instead of the "CurrentCompanionFaction". Or maybe there's a custom faction system being used there too, not sure. 

 

Here's a couple screenshots from xedit for Valkyrie's factions (Project Valkyrie)

376482781_ValkyrieFaction.PNG.2581383888aab2d40932545c24964ee5.PNG

 

and Veronica's factions (Outcasts and Remnants)

 

1597865047_VeronicaFaction.PNG.5c6d9f575a4b27e08876bbbc894e8a4b.PNG

 

 

 

Posted
2 hours ago, vaultbait said:

One thing to double-check... those mods' followers use non-vanilla outfits by default. Strip them naked or make absolutely certain they're wearing something built with morphs for the body you're actually using. In my case I'm using the FG body but the outfits which come with those mods (mostly) only have sliders for CBBE, so the followers either get to wear their custom clothing/armor or they get to have morphs, but not both.

The issue still happens even when I equip armor that I know has built-in morphs.

Posted
1 hour ago, zelayasrevenge301 said:

I did some digging and it looks like they use a slightly different faction system. The use the "PlayerAllyFaction" instead of the "CurrentCompanionFaction". Or maybe there's a custom faction system being used there too, not sure. 

 

Here's a couple screenshots from xedit for Valkyrie's factions (Project Valkyrie)

376482781_ValkyrieFaction.PNG.2581383888aab2d40932545c24964ee5.PNG

 

and Veronica's factions (Outcasts and Remnants)

 

1597865047_VeronicaFaction.PNG.5c6d9f575a4b27e08876bbbc894e8a4b.PNG

 

 

 

I think they are only be in the CurrentCompanionFaction while they are an active companion. That would probably not show up in xedit. You could check the papyrus log to see if RMR is aware of the companions and tries to morph them. There should be lines like this:

setting companion([workshopnpcscript < (00102249)>]) slider 'Boobs Yuge' to 0.610847 (base value is 0.000000)

where the "00102249" would be the companion's id.

Posted
On 12/3/2020 at 3:29 PM, LenAnderson said:

I think they are only be in the CurrentCompanionFaction while they are an active companion. That would probably not show up in xedit. You could check the papyrus log to see if RMR is aware of the companions and tries to morph them. There should be lines like this:


setting companion([workshopnpcscript < (00102249)>]) slider 'Boobs Yuge' to 0.610847 (base value is 0.000000)

where the "00102249" would be the companion's id.

Hey just got to a point where I could log this properly (started a new playthrough recently so it took me a bit to unlock that companion haha)

 

Here's a copy of the papyrus log. I can't understand a word of it, but let me know if this sheds some light as to why it doesn't apply to those custom companions.

Papyrus.0.log

Posted
20 hours ago, zelayasrevenge301 said:

Hey just got to a point where I could log this properly (started a new playthrough recently so it took me a bit to unlock that companion haha)

 

Here's a copy of the papyrus log. I can't understand a word of it, but let me know if this sheds some light as to why it doesn't apply to those custom companions.

Papyrus.0.log 244.16 kB · 0 downloads

Wow, did you really set up 40 sliders?! 

 

Looks like you're with three companions: Dogmeat (0001D162), one from a mod (FF0076CB), and Curie (00102249). Dogmeat gets skipped due to being neither male nor female. The other two are being morphed. Or at least attempted to morph. I can see some errors in the script that only trigger when setting morphs on companions when you have multiple companions. Will upload a fix in a couple of days. In the meantime could you try if it works if you only have the custom companion with you? No Dogmeat or other companions.

 

Also, while most likely unrelated to your problems, you are using an old version of RMR. 0.6.1 while 0.6.3 is the latest one.

Posted
28 minutes ago, LenAnderson said:

Wow, did you really set up 40 sliders?! 

 

Looks like you're with three companions: Dogmeat (0001D162), one from a mod (FF0076CB), and Curie (00102249). Dogmeat gets skipped due to being neither male nor female. The other two are being morphed. Or at least attempted to morph. I can see some errors in the script that only trigger when setting morphs on companions when you have multiple companions. Will upload a fix in a couple of days. In the meantime could you try if it works if you only have the custom companion with you? No Dogmeat or other companions.

 

Also, while most likely unrelated to your problems, you are using an old version of RMR. 0.6.1 while 0.6.3 is the latest one.

Yep I was able to fit 40 sliders in the 20, thanks to the ability to add multiple in each one (which thank you for enabling that bypass). I use True Wasteland Body which adds TONS of sliders fine tuning, so I'm going take advantage of that as much as I can haha.

 

I could've sworn I already updated to 0.6.3 but I'll try reinstalling again just in case.

I actually have 4 companions in that save: Dogmeat, Natalie (from the revive spouse in AFT/same-sex couple mods), Curie and the custom follower Veronica from Outcasts and Remnants. Natalie and Curie work perfectly fine, but the custom followers have the issue.

 

I guess for whatever reason Veronica isn't showing up there but I'll start up the game later today and make a save that only has Veronica as a follower (or possibly a different custom companion with the same issue)

Posted
6 hours ago, LenAnderson said:

Wow, did you really set up 40 sliders?! 

 

Looks like you're with three companions: Dogmeat (0001D162), one from a mod (FF0076CB), and Curie (00102249). Dogmeat gets skipped due to being neither male nor female. The other two are being morphed. Or at least attempted to morph. I can see some errors in the script that only trigger when setting morphs on companions when you have multiple companions. Will upload a fix in a couple of days. In the meantime could you try if it works if you only have the custom companion with you? No Dogmeat or other companions.

 

Also, while most likely unrelated to your problems, you are using an old version of RMR. 0.6.1 while 0.6.3 is the latest one.

Ok I I just made a save after updating from 0.6.1 to 0.6.3 (though when it updated the UI said 0.6.2 for some reason, not sure if that's just a visual typo or what). I've also dismissed all companions except for one custom companion (Valkyrie). RMR works on my PC but still isn't applying to Valkyrie. 

 

 

Papyrus.0.log

Posted
16 hours ago, zelayasrevenge301 said:

Ok I I just made a save after updating from 0.6.1 to 0.6.3 (though when it updated the UI said 0.6.2 for some reason, not sure if that's just a visual typo or what). I've also dismissed all companions except for one custom companion (Valkyrie). RMR works on my PC but still isn't applying to Valkyrie. 

 

 

Papyrus.0.log 147.83 kB · 0 downloads

0.6.2 is shown because I packaged the FOMOD before updating the new version number in the compiled script. Nothing to worry about.

 

So in your log Valkyrie (82001EEB) is found but then excluded from the morphed companions because she's not in the CurrentCompanionFaction.

 

Looks like Project Valkyrie and related mods don't use the CurrentCompanionFaction like most other follower mods to. EgoBallistic updated AAF Violate last year to include PlayerAllyFaction as followers to make those mods compatible. I'll try that as well with the next update.

 

From AAF Violate topic

Quote
  • Added support for followers from the Outcasts and Remnants / Project Valkyrie / Depravity series of mods.  Those mods do not use the vanilla follower system; instead they have their own keyword-based system, but they also put follower NPCs in the PlayerAlly faction.  So I modified the conditions on the Follower aliases so that humans in that faction will be treated as Followers by Violate.  Any other mods that use the same faction setup will also work with this.

 

Posted
56 minutes ago, LenAnderson said:

0.6.2 is shown because I packaged the FOMOD before updating the new version number in the compiled script. Nothing to worry about.

 

So in your log Valkyrie (82001EEB) is found but then excluded from the morphed companions because she's not in the CurrentCompanionFaction.

 

Looks like Project Valkyrie and related mods don't use the CurrentCompanionFaction like most other follower mods to. EgoBallistic updated AAF Violate last year to include PlayerAllyFaction as followers to make those mods compatible. I'll try that as well with the next update.

 

From AAF Violate topic

 

Thanks for taking a look at all this. Good to know the author of AAF already identified this problem and implemented a fix. Hopefully it works out for RMR as well (though this may also effect other temporary PlayerAllyFaction followers like rescued settlers, but I'm not sure)

Posted

@zelayasrevenge301 I also use TWB and see you have Vtaw6. I ask you: does your bodysuit tear gradually or unequip when it reaches the set value? I get the second, while for TheKite VTS I see the plastic part of the breast gradually tearing. Maybe it depends on the setting of the my sliders?

 

 

Posted
1 hour ago, PariahOh said:

@zelayasrevenge301 I also use TWB and see you have Vtaw6. I ask you: does your bodysuit tear gradually or unequip when it reaches the set value? I get the second, while for TheKite VTS I see the plastic part of the breast gradually tearing. Maybe it depends on the setting of the my sliders?

 

 

That sounds to me like the VTS is not or not properly morphing with the body and the body sticks through the clothing mesh. RMR only unequips items.

Posted
6 hours ago, PariahOh said:

@zelayasrevenge301 I also use TWB and see you have Vtaw6. I ask you: does your bodysuit tear gradually or unequip when it reaches the set value? I get the second, while for TheKite VTS I see the plastic part of the breast gradually tearing. Maybe it depends on the setting of the my sliders?

 

 

 

5 hours ago, LenAnderson said:

That sounds to me like the VTS is not or not properly morphing with the body and the body sticks through the clothing mesh. RMR only unequips items.

This has nothing to do with RMR. It's a well known bug with VTS and other Niero armors. It has a customizable mesh for equipping/unequipping parts on a single armor piece in the armor workbench. Unfortunately it means that it doesn't play well with looksmenu body morphs and ends up clipping.

Posted

What radiation does to a mf:

 

Thank you for this mod! It's really fun and working with no issues for me.

In the gif my my character was radiated by about 50% with those settings:

AppleCheeks|BreastsNewSH : +50
BreastFantasy|RoundAss : +100
BreastGravity2|Breastperkiness : -50

Breasts|Butt|DoubleMelon : +200
BreastsSmall|BreastsTogether -100

I really recommend other users to use multiple sliders so you can get finer adjustments and a better look.

Project 1.gif

Posted
14 hours ago, zelayasrevenge301 said:

 

This has nothing to do with RMR. It's a well known bug with VTS and other Niero armors. It has a customizable mesh for equipping/unequipping parts on a single armor piece in the armor workbench. Unfortunately it means that it doesn't play well with looksmenu body morphs and ends up clipping.

ok I understand, the error however generates a nice effect.

RadMorph.gif

Posted
7 hours ago, PariahOh said:

ok I understand, the error however generates a nice effect.

It's good that the milking tubes are so durable.

Posted
On 12/6/2020 at 10:39 PM, zelayasrevenge301 said:

Thanks for taking a look at all this. Good to know the author of AAF already identified this problem and implemented a fix. Hopefully it works out for RMR as well (though this may also effect other temporary PlayerAllyFaction followers like rescued settlers, but I'm not sure)

Version 0.7.0 has just been uploaded. This adds morphing of PlayerAllyFaction companions.

 

Quote

0.7.0

  • Companions in the PlayerAllyFaction are now morphed in addition to the CurrentCompanionFaction. This should make companions from Outcasts and Remnants and related mods compatible.
  • Bugfix: Logging errors with multiple companions.

 

Posted

Love the mod, and it's working well once you get over the initial slider settings hump.

 

But I am going to report two neat bugs, which might or might not be associated with installing part way through a playthrough. Something I shouldn't do, but couldn't resist when I discovered your mod existed (finally! An excuse for the single player bloodied archetype!).

 

1.) The quest page in the pipboy was flicking top to bottom without input. It's not constant, usually stops after a few seconds and only does it about 50% time you jump to the page. It's unusable when flicking, but it's always stopped so far. Not even flicking fast enough to merit a seizure warning or anything.

2.) I'm using NAC X legacy for weather: and during a heavy rain storm, the sound when you go inside an interior cell switches to the firestorm ambient noise. It fixes itself when you go outside.

 

I haven't played with the load order on the mod, and frankly: both of mentioned issues are curiosities at best. It's probably also going to clear itself up when I start a new game, so just consider this due diligence.

Posted
49 minutes ago, Wonko486 said:

Love the mod, and it's working well once you get over the initial slider settings hump.

 

But I am going to report two neat bugs, which might or might not be associated with installing part way through a playthrough. Something I shouldn't do, but couldn't resist when I discovered your mod existed (finally! An excuse for the single player bloodied archetype!).

 

1.) The quest page in the pipboy was flicking top to bottom without input. It's not constant, usually stops after a few seconds and only does it about 50% time you jump to the page. It's unusable when flicking, but it's always stopped so far. Not even flicking fast enough to merit a seizure warning or anything.

2.) I'm using NAC X legacy for weather: and during a heavy rain storm, the sound when you go inside an interior cell switches to the firestorm ambient noise. It fixes itself when you go outside.

 

I haven't played with the load order on the mod, and frankly: both of mentioned issues are curiosities at best. It's probably also going to clear itself up when I start a new game, so just consider this due diligence.

Can't say that I have any idea how these two issues could be related to RMR since the mod does not touch anything related to the pipboy or modify ambient sounds. The optional ripping sounds are played as completely separate sounds as well, no tinkering with existing stuff.

Are you sure it's RMR that's causing this?

Posted
59 minutes ago, Wonko486 said:

It only happened after I installed RMR.

 

Unless the mod is inconsequential, and my game finally reached the breaking point.?

Or perhaps adding it changed the plugin load order your mod manager is using, causing a previously latent mod conflict to emerge.

Posted

Or yeah, something like that. Where SHOULD RMR show up in the load order anyway? I assumed it should be just below CBBE, but I've been wrong about mods alot.

Posted
4 minutes ago, PariahOh said:

@LenAnderson Mackenzie in Nuka World does not restore morphs, it is not related to the update but pre-existing. It's my problem or is it known?

This is likely the same situation as Teddy Wright in the Far Harbor market clinic:

 

 

Posted

First time using this mod, works like charm and I'm liking it! I do have one question tho. If I understood correctly, I just have to type the same slider names from Bodyslide into this mod MCM Menu in order to change what's morphing and what not?

 

Amazing mod, keep it up!

Posted
7 minutes ago, rubber_duck said:

First time using this mod, works like charm and I'm liking it! I do have one question tho. If I understood correctly, I just have to type the same slider names from Bodyslide into this mod MCM Menu in order to change what's morphing and what not?

 

Amazing mod, keep it up!

To be specific, you have to use the names of the slider as they are used in the files. You can check those by opening a body preset file with a text editor.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...