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26 minutes ago, PariahOh said:

This works fine up to slider 3 (they increase the size progressively) then the size decreases along with the unequipping of the suite slot 26 (I use VTAW6 TWB conversion)
and then increase again with the following sliders, then decrease and increase again ... a schizophrenic behavior :)

I'm surprised it works for the first few slider sets with the same sliders being used in different slider sets as I did not write the mod with that in mind.

  • Every slider set keeps track of the "base morph" (morph amount that can only be reset by doctors) separately.
  • Each slider set's morphs are applied one after the other independent of the others.
  • Morph value is linear between min and max threshold where min threshold is no morphing and max threshold is morph target.
  • If the morph value has not changed since the last check (not increased since the last check in case of additive morphing) then the looksmenu slider is not updated.

Based on that I would actually expect it to zigzag all the time. Kinda like this (without any previous base morphs):

1076372460_lZQQnxF-Imgur.png.6df5c7786cb07cec3cd334bea4031a51.png

 

From 5 rads to 25 it slowly increases due to the first slider set. The others don't do anything yet since they have not changed from the default 0. Once you go above 25 rads, morph would be set to just above 0 (0.0001) and then increase until you hit 30 (120% morph). Then once you go above 30 the next slider set resets it back to just above 0 and so on...

 

You could upload a papyrus log if you want me to examine the behavior further.

 

I think (I'm not sure) you could get the behavior you are looking for by setting up one slider set to do all the morphing and then separate sliders for unequipping items where you just give a placeholder name for the slider names.

Spoiler
; this slider does all the morphing: from 5 rads to 75 rads / 0% to 220% morph
[Slider0]
sSliderName=Breasts|Dibella|DoubleMelon|Breast Curve|Breast Curve Down|BreastGravity2|BreastPerkiness|Butt|BigButt|ChubbyLegs
fThresholdMin=5.000000
fThresholdMax=75.000000
fTargetMorph=220.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1
 
; first unequip slider
[Slider1]
sSliderName=DUMMY
fThresholdMin=5.000000
fThresholdMax=25.000000
fTargetMorph=100.000000
fThresholdUnequip=5.000000
sUnequipSlot=21|13
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1
 
; second unequip slider
[Slider2]
sSliderName=DUMMY
fThresholdMin=25.000000
fThresholdMax=30.000000
fTargetMorph=120.000000
fThresholdUnequip=10.000000
sUnequipSlot=4|5
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1
 
; ...

 

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22 minutes ago, PariahOh said:

@LenAnderson yes, you're right, the behavior is zigzag even so, I was wrong.

 

  Hide contents

output_JmZzR4.gif.fd4b3266a51a7382536c5baf1bab51c8.gif

 

Papyrus.0.txt 225.07 kB · 1 download

Yup. Log shows what I expected. The moment rads jump from 24% ro 26% the sliders get morphed to 100% by the first slider set and then immediately overwritten by the second slider set and set to 24% so you don't even see the 100% morph. Same happens when crossing the threshold into the next slider set.

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19 minutes ago, LenAnderson said:

....

The same thing happens with the recommended settings...if I didn't do something wrong

 

Spoiler

[Slider0]
sSliderName=Breasts|Dibella|DoubleMelon|Breast Curve|Breast Curve Down|BreastGravity2|BreastPerkiness|Butt|BigButt|ChubbyLegs
fThresholdMin=5.000000
fThresholdMax=75.000000
fTargetMorph=220.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1

[Slider1]
sSliderName=Dummy
fThresholdMin=5.000000
fThresholdMax=25.000000
sUnequipSlot=21|13
bOnlyDoctorCanReset=1
bIsAdditive=1
iApplyCompanion=1
fAdditiveLimit=100.000000
fThresholdUnequip=5.000000
fTargetMorph=100.000000


[Slider2]
sSliderName=Dummy
fThresholdMin=25.000000
fThresholdMax=30.000000
fThresholdUnequip=10.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1
sUnequipSlot=4|5
fTargetMorph=120.000000


[Slider3]
sUnequipSlot=28
fThresholdMin=30.000000
fThresholdMax=35.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
fThresholdUnequip=15.000000
sSliderName=Dummy
iApplyCompanion=1
fTargetMorph=130.000000


[Slider4]
sSliderName=Dummy
fThresholdMin=35.000000
fThresholdMax=40.000000
sUnequipSlot=26
fThresholdUnequip=20.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1
fTargetMorph=140.000000


[Slider5]
fThresholdUnequip=25.000000
sUnequipSlot=14
fThresholdMin=40.000000
fThresholdMax=45.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
bHasAdditiveLimit=1
fAdditiveLimit=100.000000
iApplyCompanion=1
sSliderName=Dummy
fTargetMorph=150.000000


[Slider6]
fThresholdUnequip=30.000000
fThresholdMin=45.000000
fThresholdMax=50.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1
sUnequipSlot=17|20
sSliderName=Dummy


[Slider7]
fThresholdUnequip=35.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1
sUnequipSlot=3
fThresholdMin=50.000000
fThresholdMax=55.000000
sSliderName=Dummy
fTargetMorph=160.000000


[Slider8]
fThresholdMin=55.000000
fThresholdMax=60.000000
fThresholdUnequip=40.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1
sUnequipSlot=29
sSliderName=Dummy
fTargetMorph=180.000000


[Slider9]
sUnequipSlot=41
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=0
fThresholdMin=60.000000
fThresholdMax=65.000000
sSliderName=Dummy


[Slider10]
sSliderName=Dummy
sUnequipSlot=31
fThresholdUnequip=60.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
fThresholdMin=70.000000
fThresholdMax=75.000000
fTargetMorph=220.000000


[Slider10]
sSliderName=BreastTogether|NipBGone|NippleSize
fTargetMorph=-150.000000
fThresholdMin=5.000000
fThresholdMax=75.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1


[General]
bIsEnabled=1
iUpdateType=0


 

 

PS: is the correct file here? \Steam\steamapps\common\Fallout 4\Data\MCM\Settings

 

Papyrus.1.txt

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6 minutes ago, PariahOh said:

The same thing happens with the recommended settings...if I didn't do something wrong

 

  Hide contents

[Slider0]
sSliderName=Breasts|Dibella|DoubleMelon|Breast Curve|Breast Curve Down|BreastGravity2|BreastPerkiness|Butt|BigButt|ChubbyLegs
fThresholdMin=5.000000
fThresholdMax=75.000000
fTargetMorph=220.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1

[Slider1]
sSliderName=Dummy
fThresholdMin=5.000000
fThresholdMax=25.000000
sUnequipSlot=21|13
bOnlyDoctorCanReset=1
bIsAdditive=1
iApplyCompanion=1
fAdditiveLimit=100.000000
fThresholdUnequip=5.000000
fTargetMorph=100.000000


[Slider2]
sSliderName=Dummy
fThresholdMin=25.000000
fThresholdMax=30.000000
fThresholdUnequip=10.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1
sUnequipSlot=4|5
fTargetMorph=120.000000


[Slider3]
sUnequipSlot=28
fThresholdMin=30.000000
fThresholdMax=35.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
fThresholdUnequip=15.000000
sSliderName=Dummy
iApplyCompanion=1
fTargetMorph=130.000000


[Slider4]
sSliderName=Dummy
fThresholdMin=35.000000
fThresholdMax=40.000000
sUnequipSlot=26
fThresholdUnequip=20.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1
fTargetMorph=140.000000


[Slider5]
fThresholdUnequip=25.000000
sUnequipSlot=14
fThresholdMin=40.000000
fThresholdMax=45.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
bHasAdditiveLimit=1
fAdditiveLimit=100.000000
iApplyCompanion=1
sSliderName=Dummy
fTargetMorph=150.000000


[Slider6]
fThresholdUnequip=30.000000
fThresholdMin=45.000000
fThresholdMax=50.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1
sUnequipSlot=17|20
sSliderName=Dummy


[Slider7]
fThresholdUnequip=35.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1
sUnequipSlot=3
fThresholdMin=50.000000
fThresholdMax=55.000000
sSliderName=Dummy
fTargetMorph=160.000000


[Slider8]
fThresholdMin=55.000000
fThresholdMax=60.000000
fThresholdUnequip=40.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1
sUnequipSlot=29
sSliderName=Dummy
fTargetMorph=180.000000


[Slider9]
sUnequipSlot=41
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=0
fThresholdMin=60.000000
fThresholdMax=65.000000
sSliderName=Dummy


[Slider10]
sSliderName=Dummy
sUnequipSlot=31
fThresholdUnequip=60.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
fThresholdMin=70.000000
fThresholdMax=75.000000
fTargetMorph=220.000000


[Slider10]
sSliderName=BreastTogether|NipBGone|NippleSize
fTargetMorph=-150.000000
fThresholdMin=5.000000
fThresholdMax=75.000000
bOnlyDoctorCanReset=1
bIsAdditive=1
fAdditiveLimit=100.000000
iApplyCompanion=1


[General]
bIsEnabled=1
iUpdateType=0


 

 

PS: is the correct file here? \Steam\steamapps\common\Fallout 4\Data\MCM\Settings

 

Papyrus.1.txt 246.99 kB · 0 downloads

 

Yes, that's the correct location.

 

In the log it looks like RMR is still working with your old settings. Did you change the settings directly in the .ini file? You can do that but then you need to disable and reenable RMR in RMR's MCM or change some other setting to restart it. Otherwise RMR does not know that anything has been changed.

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@LenAnderson I close the game, copy the .ini to another folder, edit the file because it is faster, paste the new .ini in place of the old one and start FO4 ... (shame) ... so after doing this I have to disable RMR and enable again? I'm a fool :D

 

EDIT: It works!!! Thanks a lot, now I adjust the too exaggerated values and add a slider for BreastTogether and other negative values

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13 hours ago, LenAnderson said:

Hmm, I find it pretty hard to completly avoid rads in this game. Any ideas how to make it work without it just becoming an annoyance? Like, after being very heavily irradiated some traces remain when being fixed by a doc? Should there be some other way to still be able to get back to the original body?

If you still keep the morphs within the bounds set up in MCM at some point you won't see any effect from taking rads because the body is already permanently morphed to the limits. However, if you keep adding morphs on top of the permanent ones you will quickly get into morphs that are just ridiculous and clip a lot... Which is also why "additive morphing" has a limit value.


Mega surgery center and Doc Crocker? Never really used his service. Some slider settings just seem to cause a lot of clipping so if I have to I just open the looksmenu in console and bump the slider a little bit to fix it. With LooksMenu presets I've got my favorites that make the Doc Crocker's in game service sorta obsolete.

That and he's so sketchy I wouldn't be surprised if a mod like Sexual Harassment or Hardship had some surprises for the player who did.

 

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On 12/14/2020 at 8:52 PM, LenAnderson said:

Are you using FusionGirl?

I don't think that body has any of the "muscular" sliders that you are trying to use:


MuscularChest
MuscularArms
MuscularButt
MuscularLegs

These are the sliders that are in the latest FG download:

  Reveal hidden contents
<SliderCategories>
    <Category name="Full Body" defaultHidden="false">
        <Slider name="TigerSanBB" displayname="TigerSan's BodyBuilder" />
        <Slider name="SeveNBase Bombshell" displayname="Seven Base Bombshell" />
        <Slider name="BodyFat" displayname="Body Fat" />
        <Slider name="Body Toning" displayname="Body Toning" />
        <Slider name="Athletic" displayname="Athletic" />
    </Category>
    <Category name="Torso" defaultHidden="false">
        <Slider name="Belly Pregnant" displayname="Maternity" />
        <Slider name="Belly Big" displayname="Stomach Fat" />
        <Slider name="Belly Size" displayname="Stomach" />
        <Slider name="Belly Tuck" displayname="Stomach Tuck" />
        <Slider name="Chest Depth" displayname="Chest Depth" />
        <Slider name="Chest Width" displayname="Chest Width" />
        <Slider name="Sturnum Depth" displayname="Sternum Depth" />
        <Slider name="Sturnum Height" displayname="Sternum Height" />
        <Slider name="Waist Chubby" displayname="Waist Chubbiness" />
        <Slider name="Waist Size" displayname="Waist Size" />
        <Slider name="Waist Height" displayname="Waist Height" />
        <Slider name="Waist Line" displayname="Waist Line" />
        <Slider name="Back Size" displayname="Back Size" />
        <Slider name="Back Arch" displayname="Back Arch" />
        <Slider name="Torso Size" displayname="Torso Width" />
        <Slider name="AbDefinition" displayname="Ab Definition" />
        <Slider name="XunAbs" displayname="Xun Abs" />
        <Slider name="FFB Fitness 2" displayname="Waist Toning" />
    </Category>
    <Category name="Arms" defaultHidden="false">
        <Slider name="Shoulder Smooth" displayname="Shoulder Smoothing" />
        <Slider name="Shoulder Tweak" displayname="Shoulder Tweaks" />
        <Slider name="Shoulder Width" displayname="Shoulder Width" />
        <Slider name="Arms Size" displayname="Arm Thinness" />
        <Slider name="Arms Chubby" displayname="Arm Chubbiness" />
        <Slider name="Armpit Ajustment" displayname="Armpit Adjustment" />
        <Slider name="Forearms Size" displayname="Forearm Thickness" />
    </Category>
    <Category name="Breasts" defaultHidden="false">
        <Slider name="Boobs Big" displayname="Breast Size" />
        <Slider name="Boobs Yuge" displayname="Breast Size (Larger)" />
        <Slider name="Boobs Cleavage" displayname="Breast Cleavage" />
        <Slider name="Boobs Flat" displayname="Breast Flatness" />
        <Slider name="Boobs Gravity" displayname="Breast Gravity" />
        <Slider name="Boobs Height" displayname="Breast Height" />
        <Slider name="Boobs Mellons" displayname="Breast Silicone" />
        <Slider name="Boobs Perky" displayname="Breast Perkiness" />
        <Slider name="Boobs Small" displayname="Breasts Small" />
        <Slider name="Boobs Together" displayname="Breast Distance" />
        <Slider name="Boobs Top Slope" displayname="Breast Top Slope" />
        <Slider name="Boobs Width" displayname="Breast Width" />
        <Slider name="Boobs Tiny" displayname="Breasts Small (alt)" />
        <Slider name="BreastArmpitin" displayname="Upper Breast Thinness" />
        <Slider name="BreastArmpitWide" displayname="Upper Breast Width" />
        <Slider name="BreastCurve" displayname="Breast Curve" />
        <Slider name="BreastHeight2" displayname="Breast Height (alt)" />
        <Slider name="BreastConcave" displayname="Breast Slope" />
    </Category>
    <Category name="Nipples" defaultHidden="false">
        <Slider name="Nipples Length" displayname="Nipple Length" />
        <Slider name="Nipples Areola" displayname="Areola" />
        <Slider name="Nipples Distance" displayname="Nipple Distance" />
        <Slider name="Nipples Down" displayname="Nipple Point Down" />
        <Slider name="Nipples Shape" displayname="Nipple Shape" />
        <Slider name="Nipples Size" displayname="Nipple Size" />
        <Slider name="Nipples Perkiness" displayname="Nipple Perkiness" />
        <Slider name="Nipples Puffy" displayname="Nipple Puffiness" />
        <Slider name="Nipples Up" displayname="Nipple Point Up" />
        <Slider name="UV Nipples Areola Big" displayname="Areola Size (UV)" />
        <Slider name="Nipples Tip" displayname="Nipple Tip" />
    </Category>
    <Category name="Legs" defaultHidden="false">
        <Slider name="Hips Bone" displayname="Hip Bone Size" />
        <Slider name="Hips Size" displayname="Hip Width" />
        <Slider name="Hips Upper Width" displayname="Upper Hip Width" />
        <Slider name="HipsNarrow" displayname="Hip Narrowness" />
        <Slider name="HipsForward" displayname="Hip Push Forward" />
        <Slider name="HipRotateForward" displayname="Upper Hip Forward" />
        <Slider name="Thighs Slim" displayname="Slim Thighs" />
        <Slider name="Thighs Size" displayname="Thigh Size" />
        <Slider name="Legs Chubby" displayname="Chubby Legs" />
        <Slider name="Legs Shape" displayname="Leg Shape" />
        <Slider name="Legs Thin" displayname="Leg Thinness" />
        <Slider name="LegThin" displayname="Leg Thinness (Alt)" />
        <Slider name="Knee Height" displayname="Knee Height" />
        <Slider name="Calf Size" displayname="Calves Size" />
        <Slider name="Calf Small" displayname="Calves Smaller" />
        <Slider name="Ankle Size" displayname="Ankle Thinness" />
    </Category>
    <Category name="Butt" defaultHidden="false">
        <Slider name="Bum Size" displayname="Butt Size" />
        <Slider name="Bum Crack" displayname="Butt Crack Width" />
        <Slider name="Bum Shape 1" displayname="Butt Shape A" />
        <Slider name="Bum Shape 2" displayname="Butt Shape B" />
        <Slider name="Bum Small" displayname="Butt Smallness" />
        <Slider name="Bum Chubby" displayname="Butt Fatness" />
        <Slider name="Bum Round" displayname="Butt Roundness" />
        <Slider name="Bum Apple" displayname="Butt Silicone" />
        <Slider name="ButtGravity" displayname="Butt Gravity" />
        <Slider name="ButtThin" displayname="Butt Thinness" />
    </Category>
    <Category name="Genitals" defaultHidden="false">
        <Slider name="Groin Position" displayname="Groin Lower" />
        <Slider name="Groin Back" displayname="Groin Back" />
        <Slider name="Clitoras Size" displayname="Clitoris Size" />
        <Slider name="Clitoras Long" displayname="Clitoris Length" />
        <Slider name="Labia Minora Flat" displayname="Labia (Minora) Flatness" />
        <Slider name="Labia Minora Longer" displayname="Labia (Minora) Length" />
        <Slider name="Labia Majora Long" displayname="Labia (Majora) Length" />
        <Slider name="Labia Majora Wide" displayname="Labia (Majora) Width" />
        <Slider name="Labia Majora Inner" displayname="Labia (Majora) Inward" />
    </Category>
    <Category name="Clothing Fit" defaultHidden="false">
        <Slider name="Boobs Push Up" displayname="Push Up" />
        <Slider name="Boobs Cleavage" displayname="Cleavage" />
        <Slider name="Nipples Gone" displayname="Nipple Flatten" />
    </Category>
</SliderCategories>

 

I don't know how but after a few days I discovered these morphs are already working. BDW, in my first post I wrote that I use CBBE body. Anyway thanks for support ;)

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2 hours ago, formacja66 said:

I found a bug. When I changed one set option under getting radiation my basic body was overwrote. After that I checked it again and was the same. My character was big after this 2 timies. I had to load last save.

Sorry, I don't quite understand. What did you do that lead to your base body being overwritten? If possible, could you upload a papyrus log of such a situation please?

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On 12/17/2020 at 9:41 AM, LenAnderson said:

 

 

Version 0.7.1 has just been uploaded. This update adds support for the rest of the DLC doctors (Mackenzie in Nuka World, Archemist and Aster in Far Harbor) and stops trying to remove body parts and PipBoy.

 

 

Just replying to confirm the continued stripping sound bug is indeed fixed with this version :)

Link to comment
36 minutes ago, formacja66 said:

Go to the place where you can gain rads, turn off mod, turn on, turn off, .....

Every time body will grow.

In Papyrus log I made it 4 times.

Papyrus.0.log 457.65 kB · 0 downloads

Ok, I see the problem. RMR does not properly shut down. Keeps checking rads and applying morphs. The reason it happens fairly reliably for you while taking rads is that with the amount of sliders you have set up the morphing takes two to three seconds and if one critical part of the shutdown logic happens during that time that bit just keeps going.

 

I'll upload a fix in a couple of days. Until then just avoid stopping / restarting the mods while taking rads and you should be fine.

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37 minutes ago, Adetu said:

Hmm, I simply test radiation morph effects with the player standing in radiated water.

My own mod has similar features, but a different realization.

My question simply is: Is it possible to get the morphing effects run when using the mod "Unique player".

I hope you know it, since I have no idea now 

I don't see why not. As long as the player's body can be modified through LooksMenu it should work.

Link to comment
3 minutes ago, Adetu said:

Have you ever tested it with your own mod ?

In my own mod the morphing system (for player only) works as intended, but when I activate Unique player no longer.

Of coarse I always tend to make silly mistakes. 

With "showlooksmenu player" using console it is the same. In my game nothing changes when unique player is active.

I've placed the .tri file in the folder where the mesh for the unique player is stored.

 

Not tested since I ditched Unique Player for BodyGen a long time ago. If LooksMenu does not work with Unique Player then of course RMR would not be able to change the body either.

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Reporting bug/issue

 

After nearly 30 hours of playing with this mod I found an issue that's not really a huge deal but its irritating nonetheless. My sliders have multiple numbers of clothing items that I want the mod to remove. Thing is though, I'm changing character clothes regularly, and thus sometimes my character doesn't wear a clothing piece on specific number. When I reach the rad morph suitable for unequip, even if my character doesn't wear anything on that body slot, it will play the sound from Combat Strip Lite. Nothing is being removed, I only hear that sound effect each time my character draws another gun, or consumes any of the aid items.

It ain't a huge deal, but it's irritating and misleading. Any help/possible fix?

 

Other than that, the mod works flawlessly!

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1 hour ago, LenAnderson said:

Probably the same thing that happened with the slots that contain body parts when empty. There's still something in those slots that cannot be removed.

Please upload a papyrus log so I can check what item it is.

Just tell me where can I find the log file and I'll upload it as soon as possible! Can't seem to find it in Documents/My Games/Fallout4

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8 hours ago, rubber_duck said:

Just tell me where can I find the log file and I'll upload it as soon as possible! Can't seem to find it in Documents/My Games/Fallout4

If you haven't already you need to enable logging in your Fallout4Custom.ini first, then you should find the log at ..\Documents\My Games\Fallout 4\Logs\Script\Papyrus.0.log

 

https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging

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4 hours ago, LenAnderson said:

If you haven't already you need to enable logging in your Fallout4Custom.ini first, then you should find the log at ..\Documents\My Games\Fallout 4\Logs\Script\Papyrus.0.log

 

https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging

I apologize, I don't need to send anything. The issue was with Pampas Hooded Jacket. Allow me to explain.

 

The Pampas Hooded Jacket uses the same slot as other outfits. However, RMR reports that it's using slot 0. Even though the unequip target has been reached or exceeded, RMR is constantly trying to unequip the item(s) on the list. After manually unequipping and placing Pampas Hooded Jacket in the container, the issue was gone.

I do believe that the said issue isn't RMR's fault, but Pampas'.

 

Here's an example:

Vtaw's Utility Pack has one clothing item that my character wears regularly - OnePiece (uses slot 11, according to RMR). When I tried to use that OnePiece alongside Pampas Hooded Jacket, well... I couldn't! If my character is wearing Utility OnePiece, and I equip the Pampas Hooded Jacket, the OnePiece will automatically unequip and vice versa. I assume that's because the both use the same slot. If my character is wearing the Hooded Jacket alongside other clothing items, the RMR will try to unequp it, but just cannot do such thing since it's on different slot.

 

It is very complicated and I've never encountered an issue like this before. I don't understand it.

 

Nonetheless, the issue is gone. And that's what matters most to me!

Thank you for support, I will surely report other bugs here if I find any.

 

Take care and all the best!

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25 minutes ago, rubber_duck said:

I apologize, I don't need to send anything. The issue was with Pampas Hooded Jacket. Allow me to explain.

 

The Pampas Hooded Jacket uses the same slot as other outfits. However, RMR reports that it's using slot 0. Even though the unequip target has been reached or exceeded, RMR is constantly trying to unequip the item(s) on the list. After manually unequipping and placing Pampas Hooded Jacket in the container, the issue was gone.

I do believe that the said issue isn't RMR's fault, but Pampas'.

 

Here's an example:

Vtaw's Utility Pack has one clothing item that my character wears regularly - OnePiece (uses slot 11, according to RMR). When I tried to use that OnePiece alongside Pampas Hooded Jacket, well... I couldn't! If my character is wearing Utility OnePiece, and I equip the Pampas Hooded Jacket, the OnePiece will automatically unequip and vice versa. I assume that's because the both use the same slot. If my character is wearing the Hooded Jacket alongside other clothing items, the RMR will try to unequp it, but just cannot do such thing since it's on different slot.

 

It is very complicated and I've never encountered an issue like this before. I don't understand it.

 

Nonetheless, the issue is gone. And that's what matters most to me!

Thank you for support, I will surely report other bugs here if I find any.

 

Take care and all the best!

No worries. And thanks for letting me know.

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Hello! It's me again lol

 

I have just one question this time... Is it possible to disable this mod (or pause it) when PC is in a suit of power armor?

 

When my PC used PA, 'strip sound' was playing all the time (similarly to the previous issue I reported a few days back). It even unequipped power armor's right leg (although that's probably because I biped that slot).

 

It'd be amazing if there was an option for this in the MCM, like Combat Strip Lite has 'Disable when in power armor'. Just a recommendation!

 

Happy new year and stay safe!

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Been toying around with this mod, and I have a couple of suggestions / questions:

  • Similar to how the ripping sound effect plays when you have Combat Strip Lite installed, can you add an option to play a sound effect when a morph takes place? So when you are being irradiated and the morphs update triggers (depending on your settings), it then plays a certain sound effect.
    From what I am able to understand from the code in combination with Combat Strip Lite, it should then be a matter of the player having the right folder structure with the sound effects in there for them to play(?)
  • What is the reason that the lower and upper thresholds are from 0-100 and not 0-1000 as the rads are ingame? Is it easier to calculate with a percentage?
  • Something that caught me off guard the first time, is how the lower threshold works in combination with the additive morphs.
    I was under the assumption that if a slider set had additive morphs on, it would always use the mod's 'internal' rad counter instead of the actual rads. Thus if the lower threshold was set to 20, the morphs would start when you had reached a total of 200 rads since when you activated the mod.
    However, in reality it works that only after you have reached 200 actual rads in one go, it starts morphing. Afterwards the additive effect kicks in and it will update even below 200 rads.
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On 1/1/2021 at 2:25 PM, rubber_duck said:

Hello! It's me again lol

 

I have just one question this time... Is it possible to disable this mod (or pause it) when PC is in a suit of power armor?

 

When my PC used PA, 'strip sound' was playing all the time (similarly to the previous issue I reported a few days back). It even unequipped power armor's right leg (although that's probably because I biped that slot).

 

It'd be amazing if there was an option for this in the MCM, like Combat Strip Lite has 'Disable when in power armor'. Just a recommendation!

 

Happy new year and stay safe!

Didn't know that PA used clothing slots as well. Morphing is already disabled while in PA, I'll add the same check to the unequip function.

 

On 1/1/2021 at 6:53 PM, Dutchygamer said:

Been toying around with this mod, and I have a couple of suggestions / questions:

  1. Similar to how the ripping sound effect plays when you have Combat Strip Lite installed, can you add an option to play a sound effect when a morph takes place? So when you are being irradiated and the morphs update triggers (depending on your settings), it then plays a certain sound effect.
    From what I am able to understand from the code in combination with Combat Strip Lite, it should then be a matter of the player having the right folder structure with the sound effects in there for them to play(?)
  2. What is the reason that the lower and upper thresholds are from 0-100 and not 0-1000 as the rads are ingame? Is it easier to calculate with a percentage?
  3. Something that caught me off guard the first time, is how the lower threshold works in combination with the additive morphs.
    I was under the assumption that if a slider set had additive morphs on, it would always use the mod's 'internal' rad counter instead of the actual rads. Thus if the lower threshold was set to 20, the morphs would start when you had reached a total of 200 rads since when you activated the mod.
    However, in reality it works that only after you have reached 200 actual rads in one go, it starts morphing. Afterwards the additive effect kicks in and it will update even below 200 rads.
  1. Yes, I think adding an optional sound effect would be possible that way. However, it could be quite annoying if your standing in an irradiated area and the sound repeats every second.
     
  2. I don't remember why. I just always thought about and calculated values based on percentages. Could be that the slider gets very hard to control with 1000 possible values and 0-100 is just precise enough. Does not really make a difference for the code since I convert the 0-100 to 0-1 anyways.
     
  3. Got too long and complex for a bullet point :D 
    See below.

 

The internal rads value is only used for fake rads. With additive morphs each slider set has a CurrentMorph and a BaseMorph value. BaseMorph starts out at 0. CurrentMorph reflects the normal morph value purely based on the current rads and lower/upper threshold and target morph. If CurrentMorph is set to a lower value BaseMorph is increased by the delta. The actual morph value is then BaseMorph + CurrentMorph. Example: 

  • TargetMorph=100%; LowerThreshold=20%; UpperThreshold=70%
  • Linear morphs from 0% to 100% between 20% rads and 70% rads:
    • 0% rads to 20% rads: ActualMorph=0%
    • 30% rads: ActualMorph=20%
    • 40% rads: ActualMorph=40%
    • 50% rads: ActualMorph=60%
    • 60% rads: ActualMorph=80%
    • 70% rads to 100% rads: morph=100%
  • You start out at 0% rads, no morphs. BaseMorph=0%; CurrentMorph=0%; ActualMorph=0%
  • Take some rads and get to 20% rads. Still no morphs. BaseMorph=0%; CurrentMorph=0%; ActualMorph=0%
  • Take some more rads and get to 50% rads. BaseMorph=0%; CurrentMorph=60%; ActualMorph=60%
  • Reduce rads and get to 30% rads. BaseMorph=40%; CurrentMorph=20%; ActualMorph=60%
  • Take some more rads and get to 40% rads. BaseMorph=40%; CurrentMorph=40%; ActualMorph=80%
  • Reduce rads and get to 10% rads. BaseMorph=80%; CurrentMorph=0%; ActualMorph=80%
  • Take some more rads and get to 20% rads. BaseMorph=80%; CurrentMorph=0%; ActualMorph=80%
  • Take some more rads and get to 25% rads. BaseMorph=80%; CurrentMorph=10%; ActualMorph=90%

The above is the intended behavior and what I can see reflected in the code (very tired right now so I might be missing something).

You should see additional morphs whenever you take rads and the rads value is between the lower and upper threshold. You should not see additional morphs while below the lower threshold. If you do it would be great if you could provide a log. Best if it would include the full sequence leading up to it, similar to the above example (starting from zero, no rads, no morphs). A copy of your LenA_RadMorphing.ini with it would also help a lot, or change an MCM setting to reload the mod as that will print the config into the log file as well.

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10 hours ago, LenAnderson said:

Didn't know that PA used clothing slots as well. Morphing is already disabled while in PA, I'll add the same check to the unequip function.

 

  1. Yes, I think adding an optional sound effect would be possible that way. However, it could be quite annoying if your standing in an irradiated area and the sound repeats every second.
     
  2. I don't remember why. I just always thought about and calculated values based on percentages. Could be that the slider gets very hard to control with 1000 possible values and 0-100 is just precise enough. Does not really make a difference for the code since I convert the 0-100 to 0-1 anyways.
     
  3. Got too long and complex for a bullet point :D 
    See below.

 

The internal rads value is only used for fake rads. With additive morphs each slider set has a CurrentMorph and a BaseMorph value. BaseMorph starts out at 0. CurrentMorph reflects the normal morph value purely based on the current rads and lower/upper threshold and target morph. If CurrentMorph is set to a lower value BaseMorph is increased by the delta. The actual morph value is then BaseMorph + CurrentMorph. Example: 

  • TargetMorph=100%; LowerThreshold=20%; UpperThreshold=70%
  • Linear morphs from 0% to 100% between 20% rads and 70% rads:
    • 0% rads to 20% rads: ActualMorph=0%
    • 30% rads: ActualMorph=20%
    • 40% rads: ActualMorph=40%
    • 50% rads: ActualMorph=60%
    • 60% rads: ActualMorph=80%
    • 70% rads to 100% rads: morph=100%
  • You start out at 0% rads, no morphs. BaseMorph=0%; CurrentMorph=0%; ActualMorph=0%
  • Take some rads and get to 20% rads. Still no morphs. BaseMorph=0%; CurrentMorph=0%; ActualMorph=0%
  • Take some more rads and get to 50% rads. BaseMorph=0%; CurrentMorph=60%; ActualMorph=60%
  • Reduce rads and get to 30% rads. BaseMorph=40%; CurrentMorph=20%; ActualMorph=60%
  • Take some more rads and get to 40% rads. BaseMorph=40%; CurrentMorph=40%; ActualMorph=80%
  • Reduce rads and get to 10% rads. BaseMorph=80%; CurrentMorph=0%; ActualMorph=80%
  • Take some more rads and get to 20% rads. BaseMorph=80%; CurrentMorph=0%; ActualMorph=80%
  • Take some more rads and get to 25% rads. BaseMorph=80%; CurrentMorph=10%; ActualMorph=90%

The above is the intended behavior and what I can see reflected in the code (very tired right now so I might be missing something).

You should see additional morphs whenever you take rads and the rads value is between the lower and upper threshold. You should not see additional morphs while below the lower threshold. If you do it would be great if you could provide a log. Best if it would include the full sequence leading up to it, similar to the above example (starting from zero, no rads, no morphs). A copy of your LenA_RadMorphing.ini with it would also help a lot, or change an MCM setting to reload the mod as that will print the config into the log file as well.

Thanks for the explanation :) I had a look through the code but I couldn't wrap my head around it (not used to that language). It works as you explain it, so there is no bug for me on that end. It was more an 'aha' moment for me when I realized how it actually worked. I have since then dropped my minimum thresholds and now it works much better.

 

As for the morphing sound idea: I may take a look into that myself, if you don't mind of course :) I won't share anything without your permission obviously.

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