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Posted

Just checked, it doesn't change. Could this be because I use the Lupine character model? I would think it's fine as it's CBBE Compatable, along with the Skimpy clothes mod I use

Posted
1 hour ago, LiddleUwU said:

Hold on, it works when I remove the clothes, I think it may be the clothes mod I use, let me try without it.

 

In that case, make sure you built those clothes in BodySlide with the "build morphs" checkbox ticked.

  • 3 weeks later...
Posted

Is Landerson actually still active? I'm running into an issue that the Far Harbor Acadia doctor (Aster) doesn't reset morphs after cleaning rads. According to what I can see in the code (both from the original dialog and this mod's code) it should trigger correctly, but for some reason it doesn't. This is what I've got logged from the scene:

[09/04/2021 - 11:48:42AM] [LenARM] Scene.OnBegin: [Scene < (0303821D)>] (rads: 327.514862)
[09/04/2021 - 11:48:50AM] [LenARM] rads taken: -327.510223
[09/04/2021 - 11:48:50AM] [LenARM] UpdateCompanionList
[09/04/2021 - 11:48:50AM] [LenARM] GetCompanions
[09/04/2021 - 11:48:50AM] [LenARM]   allCompanions: []
[09/04/2021 - 11:48:50AM] [LenARM] RemoveDismissedCompanions: []
[09/04/2021 - 11:48:50AM] [LenARM] AddNewCompanions: []
[09/04/2021 - 11:48:50AM] [LenARM]   CurrentCompanions: []
[09/04/2021 - 11:48:50AM] [LenARM]     update - changedMorphs: False; maxedOutMorphs: True; radsDifference: -0.327510; HasReachedMaxMorphs: False
[09/04/2021 - 11:49:10AM] [LenARM] Scene.OnEnd: [Scene < (0303821D)>] (rads: 0.000000)

 

As it logs it, it means it did properly register the scene, so that is not the issue. For some reason it doesn't see the usage of DialogGenericDoctors.DoctorJustCuredRads, even tho from what I've been able to see it should have triggered this when it calls the clean rads logic.

 

I haven't tried it with the other Far Harbor doctors, so I dunno if a similar issue exists for those or not.

Posted
4 hours ago, Dutchygamer said:

Is Landerson actually still active? I'm running into an issue that the Far Harbor Acadia doctor (Aster) doesn't reset morphs after cleaning rads. According to what I can see in the code (both from the original dialog and this mod's code) it should trigger correctly, but for some reason it doesn't. This is what I've got logged from the scene:

[09/04/2021 - 11:48:42AM] [LenARM] Scene.OnBegin: [Scene < (0303821D)>] (rads: 327.514862)
[09/04/2021 - 11:48:50AM] [LenARM] rads taken: -327.510223
[09/04/2021 - 11:48:50AM] [LenARM] UpdateCompanionList
[09/04/2021 - 11:48:50AM] [LenARM] GetCompanions
[09/04/2021 - 11:48:50AM] [LenARM]   allCompanions: []
[09/04/2021 - 11:48:50AM] [LenARM] RemoveDismissedCompanions: []
[09/04/2021 - 11:48:50AM] [LenARM] AddNewCompanions: []
[09/04/2021 - 11:48:50AM] [LenARM]   CurrentCompanions: []
[09/04/2021 - 11:48:50AM] [LenARM]     update - changedMorphs: False; maxedOutMorphs: True; radsDifference: -0.327510; HasReachedMaxMorphs: False
[09/04/2021 - 11:49:10AM] [LenARM] Scene.OnEnd: [Scene < (0303821D)>] (rads: 0.000000)

 

As it logs it, it means it did properly register the scene, so that is not the issue. For some reason it doesn't see the usage of DialogGenericDoctors.DoctorJustCuredRads, even tho from what I've been able to see it should have triggered this when it calls the clean rads logic.

 

I haven't tried it with the other Far Harbor doctors, so I dunno if a similar issue exists for those or not.

 

The one at the harbor (Teddy?) had a similar bug which got fixed in a later version of this mod. The design is that it hooks the animation of the doc tapping the hypo, but apparently Beth copied the base game one and named it something different in the DLCs? I don't remember the exact details.

Posted
6 minutes ago, vaultbait said:

 

The one at the harbor (Teddy?) had a similar bug which got fixed in a later version of this mod. The design is that it hooks the animation of the doc tapping the hypo, but apparently Beth copied the base game one and named it something different in the DLCs? I don't remember the exact details.

Just tested it: the doctor in Far Harbour itself (still) has the same issue (healing rads doesn't reset morphs). I run the latest release, with some of my own modifications with it. However, I am 100% sure I didn't touch this part of the mod.

 

From what I was able to figure out with FO4Edit is that these doctors do eventually use the DialogGenericDoctors script file, to which the mod would look for whether to reset the morphs or not. But since it doesn't work, there probably is something else wrong.

 

At least the not resetting part isn't that much of an issue; I've added some chems that can reset the morphs as well, which I can spawn in if needed.

Posted

Hello. Could someone help me understand what I am doing wrong? I have tried most of the fixes in this forum to try and get this mod to work but no success so far.

 

The mod is installed and the esp is enabled. Running the command to check for the initializing quest shows that it is both enabled and running.

 

This Papyrus.0.log log is from a few minutes of gameplay involving me changing settings in the MCM and gaining radiation in a river.

I did notice that my log shows errors relating to the mod, but none of the mod's actual function.

 

I have included a picture of the settings for a slider set. I had added many different attributes on the off chance I actually was getting morphs, but they were too small to notice on just one attribute morph.

 

Something I did notice which (as far as I know) was not discussed was the naming convention of the Looks menu compared to the actual attribute name in bodyslide. Does the attributes being started with "$" mean something is incorrectly installed? or is this normal for looks menu. I have tried the mod with the attributes set to their real names and I have also tried them with a $ preceding them, both showed no results.

 

This is my first post ever, sorry if I mess some things up.

Screencap.png

Screencap_2.png

Posted
On 9/4/2021 at 5:27 PM, Dutchygamer said:

Just tested it: the doctor in Far Harbour itself (still) has the same issue (healing rads doesn't reset morphs). I run the latest release, with some of my own modifications with it. However, I am 100% sure I didn't touch this part of the mod.

 

From what I was able to figure out with FO4Edit is that these doctors do eventually use the DialogGenericDoctors script file, to which the mod would look for whether to reset the morphs or not. But since it doesn't work, there probably is something else wrong.

 

At least the not resetting part isn't that much of an issue; I've added some chems that can reset the morphs as well, which I can spawn in if needed.

 

Are you using Horizon or any other mod that does something to doctors? I remember Horizon being problematic because they change the doctor scripts in a way that `DoctorJustCuredRads` was not being set anymore. That seems to be the case here as well.

Posted
11 hours ago, Tolkarn said:

Hello. Could someone help me understand what I am doing wrong? I have tried most of the fixes in this forum to try and get this mod to work but no success so far.

 

The mod is installed and the esp is enabled. Running the command to check for the initializing quest shows that it is both enabled and running.

 

This Papyrus.0.log log is from a few minutes of gameplay involving me changing settings in the MCM and gaining radiation in a river.

I did notice that my log shows errors relating to the mod, but none of the mod's actual function.

 

I have included a picture of the settings for a slider set. I had added many different attributes on the off chance I actually was getting morphs, but they were too small to notice on just one attribute morph.

 

Something I did notice which (as far as I know) was not discussed was the naming convention of the Looks menu compared to the actual attribute name in bodyslide. Does the attributes being started with "$" mean something is incorrectly installed? or is this normal for looks menu. I have tried the mod with the attributes set to their real names and I have also tried them with a $ preceding them, both showed no results.

 

This is my first post ever, sorry if I mess some things up.

Screencap.png

Screencap_2.png

 

It does not look like the mod (the script) is running at all. You should see a lot more lines related to reading and applying the settings just from playing around with the MCM.

 

Also this:Looks to me like the main script is never bound to the quest object. So the quest may be "running" but has no script attached and therefore no function really. I would try reinstalling the mod to see if that fixes anything.

error: Unable to bind script LenARM:LenARM_Main to LenARM_Main (0B000F99) because their base types do not match
Looks to me like the main script is never bound to the quest object. So the quest may be "running" but has no script attached and therefore no function really. I would try reinstalling the mod to see if that fixes anything.
 
As for the names in LooksMenu, I don't know why they show up with a "$" although I think they show up like that in my game as well. However, it does not really matter for this mod, as the only names relevant are the "name" attributes in the XML file.
 
Also the "unable to link types" errors are a bit concerning.
Error: Unable to link types associated with function "ShowEquippedClothes" in state "" on object "LenARM:LenARM_Main".
Error: Unable to link types associated with function "UnequipSlots" in state "" on object "LenARM:LenARM_Main".
 
The only thing that stands out in these two functions, is the type Actor:WornItem which is referenced in no other function. Did FO4 get any major updates in the last year that could have changed something like that? Or are you using any mods that change how items are worn?
 
It has been a year or two since I last played, so I'm not up to date on everything that's been going on.
Posted (edited)
On 9/9/2021 at 8:40 AM, LenAnderson said:

 

Are you using Horizon or any other mod that does something to doctors? I remember Horizon being problematic because they change the doctor scripts in a way that `DoctorJustCuredRads` was not being set anymore. That seems to be the case here as well.

Oh hey, you're back :)

Nope, don't have any mods running that should effect doctors directly, nor should effect the doctor's scripts directly. It's very strange, as it is only with the doctors from Far Harbour; from what I recall the Nukaworld doctors worked fine. The scene(s) registers correctly as I can see in the logs, but the 'DoctorJustCuredRads' doesn't seem to trigger for some reason.

 

EDIT: something I do notice which may explain things: the mod uses DialogueGenericDoctors to check for DoctorJustCuredRads. In the Quest's properties this property refers Quest DialogueGenericDoctors with FormId 0005F76B. Now comes the fun part: said DialogueGenericDoctors quest is only referred to in Fallout 4, and none of the DLCs.

How do the doctors for the DLC work then? They have their own dialogue quest entries, which eventually refer to the GenericDoctorScripts which the mod is supposed to hook into. The mod correctly refers to the specific EndScenes from these quests as by your earlier bugfix. However, the code still tries to access the DialogGenericDoctors quest to see if it called the script.

Perhaps this can be the cause of the issue? I'm going to try something, see if my theory is correct.

 

EDIT 2: that is indeed the cause of this issue. I've added a secondary GenericDoctorsScript property to the mod, connected the Archemist's dialogue quest to it, and let it check on that as well on SceneEnd. Now my morphs get resetted properly. Shame this has to be done for each seperate doctor Quest, but it works for me now :)

Edited by Dutchygamer
Posted
8 hours ago, Dutchygamer said:

Oh hey, you're back :)

Nope, don't have any mods running that should effect doctors directly, nor should effect the doctor's scripts directly. It's very strange, as it is only with the doctors from Far Harbour; from what I recall the Nukaworld doctors worked fine. The scene(s) registers correctly as I can see in the logs, but the 'DoctorJustCuredRads' doesn't seem to trigger for some reason.

 

EDIT: something I do notice which may explain things: the mod uses DialogueGenericDoctors to check for DoctorJustCuredRads. In the Quest's properties this property refers Quest DialogueGenericDoctors with FormId 0005F76B. Now comes the fun part: said DialogueGenericDoctors quest is only referred to in Fallout 4, and none of the DLCs.

How do the doctors for the DLC work then? They have their own dialogue quest entries, which eventually refer to the GenericDoctorScripts which the mod is supposed to hook into. The mod correctly refers to the specific EndScenes from these quests as by your earlier bugfix. However, the code still tries to access the DialogGenericDoctors quest to see if it called the script.

Perhaps this can be the cause of the issue? I'm going to try something, see if my theory is correct.

 

EDIT 2: that is indeed the cause of this issue. I've added a secondary GenericDoctorsScript property to the mod, connected the Archemist's dialogue quest to it, and let it check on that as well on SceneEnd. Now my morphs get resetted properly. Shame this has to be done for each seperate doctor Quest, but it works for me now :)

 

Wow. Thanks for the detective work!

 

What's weird is that I'm pretty sure I tested this with the doctors before publishing the bugfixes. I certainly remember running up to Teddy again and again when initially investigating the bug when it was reported...

 

Anyways, I will probably be able to spend some time around my gaming rig again in a month or two, I'll try to reproduce the problem then and publish another bugfix.

  • 4 weeks later...
Posted

For the first time in ages I've been playing with a companion again, and I've run into a pair of issues I can't wrap my head around. I'm running the game with timer-based morphs, and the morphs also effect the companion.

 

The first issue is that I noticed that randomly during playing the morphs of the companion would reset themselves, and to reappear a couple of seconds later if the player took rads again. While not a major issue on itself, if this happened too many times, eventually the companion morphs would stop updating entirely.

In the latter situation, the logs revealed that it could no longer add entries to the OriginalCompanionMorphs array as it had reached its max length of 128 entries. I was a bit confused, as I only had that one companion, and it didn't had 128 morphs. So I did some more digging into what actually happens.

 

Eventually I concluded that for some reason, the mod decided to randomly remove the companion from the companion list, and re-add it later on. This matched with the morphs being reset and re-applied. As adding a companion to the list means it will also add the companion's original morphs to OriginalCompanionMorphs, it also explained why this array eventually filled up.

Now comes the fun part. The mod checks for companions with the Game.GetPlayerFollowers() function from the game itself. In my case with the timer-based morphs, it calls this function every time the player takes rads. This all seems to work fine, until you get into combat. For some reason, at that moment, it's either a hit or a miss whether Game.GetPlayerFollowers() will actually return the companions or not. So if you take rads while in combat, the mod may decide that your companion is no longer your follower, and thus do all the funny things described earlier.

 

The issue is, that I don't know any alternatives. From what I've been able to tell, Game.GetPlayerFollowers() is the correct function to get the followers; it is used in various vanilla game scripts as well, like to teleport lazy companions into the elevator the player is currently in. However, I think that in those situations it doesn't matter if it looses track of a companion during combat, as they are used sparingly.

 

Now I thought: why not skip the whole 'remove-companion-from-lists' part, as we also remove companions when they are dismissed with RegisterForRemoteEvent(newComp, "OnCompanionDismiss"). Well, here comes the second issue I've found... The Actor.OnCompanionDismiss event doesn't trigger at all on dismissing a companion. Not from what I've seen ingame (morphs kept being applied until player took rads and the update triggered), nor from the logs. As with the first issue, I can't tell what is wrong. I don't get any errors when registering the event, but still it doesn't trigger.

 

I do have a work-around for the first issue with a small debug button I've added to the MCM, but it gets a bit annoying having to trigger it every so often as the companion's morphs have bugged out again.

Posted
6 hours ago, Dutchygamer said:

For the first time in ages I've been playing with a companion again, and I've run into a pair of issues I can't wrap my head around. I'm running the game with timer-based morphs, and the morphs also effect the companion.

 

The first issue is that I noticed that randomly during playing the morphs of the companion would reset themselves, and to reappear a couple of seconds later if the player took rads again. While not a major issue on itself, if this happened too many times, eventually the companion morphs would stop updating entirely.

In the latter situation, the logs revealed that it could no longer add entries to the OriginalCompanionMorphs array as it had reached its max length of 128 entries. I was a bit confused, as I only had that one companion, and it didn't had 128 morphs. So I did some more digging into what actually happens.

 

Eventually I concluded that for some reason, the mod decided to randomly remove the companion from the companion list, and re-add it later on. This matched with the morphs being reset and re-applied. As adding a companion to the list means it will also add the companion's original morphs to OriginalCompanionMorphs, it also explained why this array eventually filled up.

Now comes the fun part. The mod checks for companions with the Game.GetPlayerFollowers() function from the game itself. In my case with the timer-based morphs, it calls this function every time the player takes rads. This all seems to work fine, until you get into combat. For some reason, at that moment, it's either a hit or a miss whether Game.GetPlayerFollowers() will actually return the companions or not. So if you take rads while in combat, the mod may decide that your companion is no longer your follower, and thus do all the funny things described earlier.

 

The issue is, that I don't know any alternatives. From what I've been able to tell, Game.GetPlayerFollowers() is the correct function to get the followers; it is used in various vanilla game scripts as well, like to teleport lazy companions into the elevator the player is currently in. However, I think that in those situations it doesn't matter if it looses track of a companion during combat, as they are used sparingly.

 

Now I thought: why not skip the whole 'remove-companion-from-lists' part, as we also remove companions when they are dismissed with RegisterForRemoteEvent(newComp, "OnCompanionDismiss"). Well, here comes the second issue I've found... The Actor.OnCompanionDismiss event doesn't trigger at all on dismissing a companion. Not from what I've seen ingame (morphs kept being applied until player took rads and the update triggered), nor from the logs. As with the first issue, I can't tell what is wrong. I don't get any errors when registering the event, but still it doesn't trigger.

 

I do have a work-around for the first issue with a small debug button I've added to the MCM, but it gets a bit annoying having to trigger it every so often as the companion's morphs have bugged out again.

Ok that's interesting. I guess while in combat they don't strictly follow the player anymore... :D

I'm not sure but wasn't there a way to check whether we're in combat or not? Maybe companion checks could be suspended during combat.

Posted (edited)
On 10/10/2021 at 5:08 PM, LenAnderson said:

Ok that's interesting. I guess while in combat they don't strictly follow the player anymore... :D

I'm not sure but wasn't there a way to check whether we're in combat or not? Maybe companion checks could be suspended during combat.

Myeah, was thinking of the same. I found out Game.GetPlayerFollowers() also doesn't return the companion when you initiate a conversation with the companion. Then again, who would initiate a conversation in a rad zone...

When I have some more time I will do some more experimenting.

 

EDIT: Alright, after some looking around I found an event to which I could hook: OnCombatStateChanged. When the Actor changes CombatState, this event is triggered. Lucky for us, this also works for the player, as it used in Survival mode to register various events based on whether the player has been in combat or not (see HC_ManagerScript.psc). The fix all-in-all is rather easy.

 

In Startup() I've registered the event:

RegisterForRemoteEvent(PlayerRef, "OnCombatStateChanged")

I then added the event itself:

Event Actor.OnCombatStateChanged(Actor akSender, Actor akTarget, int aeCombatState)
    ; aeCombatState: The combat state we just entered, which will be one of the following:
    ; 0: Not in combat
    ; 1: In combat
    ; 2: Searching
    ; leaving combat while we are in combat
    if (aeCombatState == 0 && InCombat)
        InCombat = false
    ; not in combat and entering combat
    elseif (aeCombatState != 0 && !InCombat)
        InCombat = true
    endif
EndEvent

InCombat is a global bool flag I've added.

Then it's simply checking this flag in TimerBasedMorphs() whether we need to update the companions list:

    if (!InCombat)
        UpdateCompanionList()
    endif

 

Loaded the game with my companion, spawned a Glowing One, get irradiated, and the companion no longer gets deleted from the companions list. I call that another bug squished :)

Edited by Dutchygamer
Posted
On 10/11/2021 at 10:27 AM, Dutchygamer said:

Myeah, was thinking of the same. I found out Game.GetPlayerFollowers() also doesn't return the companion when you initiate a conversation with the companion. Then again, who would initiate a conversation in a rad zone...

When I have some more time I will do some more experimenting.

 

EDIT: Alright, after some looking around I found an event to which I could hook: OnCombatStateChanged. When the Actor changes CombatState, this event is triggered. Lucky for us, this also works for the player, as it used in Survival mode to register various events based on whether the player has been in combat or not (see HC_ManagerScript.psc). The fix all-in-all is rather easy.

 

In Startup() I've registered the event:

RegisterForRemoteEvent(PlayerRef, "OnCombatStateChanged")

I then added the event itself:

Event Actor.OnCombatStateChanged(Actor akSender, Actor akTarget, int aeCombatState)
    ; aeCombatState: The combat state we just entered, which will be one of the following:
    ; 0: Not in combat
    ; 1: In combat
    ; 2: Searching
    ; leaving combat while we are in combat
    if (aeCombatState == 0 && InCombat)
        InCombat = false
    ; not in combat and entering combat
    elseif (aeCombatState != 0 && !InCombat)
        InCombat = true
    endif
EndEvent

InCombat is a global bool flag I've added.

Then it's simply checking this flag in TimerBasedMorphs() whether we need to update the companions list:

    if (!InCombat)
        UpdateCompanionList()
    endif

 

Loaded the game with my companion, spawned a Glowing One, get irradiated, and the companion no longer gets deleted from the companions list. I call that another bug squished :)

 

Awesome! :)


Added to my to-do list for the winter.

Posted (edited)

I'm desperate. I'm warning you. My English is very bad. I looked through this discussion topic. Installed the mod according to the instructions. And when exposed to radiation, nothing happens to the character's body. I checked the function of undressing during irradiation and it works as it should. Here is my papyrus. please help me!

Papyrus.0.log

 

enb2021_10_14_17_16_36.bmp

Edited by mr_large
Posted

I tried reinstalling the mod. I tried to install sliders in the settings of the MSM mod. The goal is 600. Taking off clothes works, but the body doesn't change. Another moment: when I stand in the water and get irradiated, the radiation grows and the slider with the name from the Bodyslide "Size"(Chest) as exposed. The chest shakes for exactly 1 second. But the size does not change

Posted

Cheer! Thanks os much! i DID IT. And now it works! need True version FSKE and version game. and need true name from bodyslide. Can you help me with 1. 

1) how can I reduce the growth rate of any of the body parts?

Posted
2 hours ago, mr_large said:

Cheer! Thanks os much! i DID IT. And now it works! need True version FSKE and version game. and need true name from bodyslide. Can you help me with 1. 

1) how can I reduce the growth rate of any of the body parts?

 

Reduce the Target size increase. With the 600 you mentioned earlier that would give you 600% + the initial size for the selected sliders when you're fully irradiated (or when the upper threshold is reached).

  • 2 weeks later...
Posted
On 6/14/2021 at 8:45 AM, Krazyone said:

I came up with an improvement, on the mod. Which I now use...

 

Separate instances for each body type, with preset morphs and full settings included in the zip file.

 

I noticed that all the data, setting and morphs, are located in the mod itself. This allows for switching instances instantly, eg Fusion Girl Version, to CBBE Version, with one click. Containing all the Sliders and Settings for each version.

 

============================================================================================================

.

Load Order...

.
Mod Name... ( Mod Organizer 2 )

.

Rad Morphing Redux, has to be below AAF Main ( Advanced Animation Framework ). As it stops it working, if it overwrites it...

.

============================================================================================================

 

I made a Fusion Girl Edition zip file, which you should try out. I lost the CBBE Version, with the really good morphs, as an update wiped out it's settings back to default.

 

I have...

 

- Rad Morphing Redux fomod 0.7.1 Fusion Girl Edition ( Naturally Busty, Additive Doctor only Cure, Nipple Morphs )

 

you could also have in the downloads section...

 

 

- Rad Morphing Redux fomod 0.7.1 CBBE Edition

 

- Rad Morphing Redux fomod 0.7.1 Wasteland Body Edition

 

 

They work really well, and you could also have various body style version. Such as busty, voluptuous, weight gainer, etc... :)

Is this still available somewhere? I don't see links in your post...

Posted (edited)

Hey so, I've installed and reinstalled the mod several times, built morphs and everything, does this mod not work with TWB? I have a slider preset for it and everything but no matter what my character wont change. It's below AAF in the mod list as well so I am unsure as to what the issue is. Could hte issue be something like CBP?

Edited by dontworryabouthts
added CBP mention
Posted
8 hours ago, MysticDaedra said:

Is this still available somewhere? I don't see links in your post...

This was just an improvement idea for Rad Morphing Redux, it's what I always use. This method means you can have separate instances, with Rad Morphing Redux on Mod Organizers 2. Each with their own settings, and morph names.

 

You can easily do it yourself, if you use Mod Organizer 2.

 

1. Install Rad Morphing Redux, and rename it each time you install it. All the settings are saved in each mod install. Eg... CBBE Busty Morphs version, CBBE Flat Chested version.

 

2. Switch to the version you are using, for each Mod Organizer 2 Profile instance.

 

Mod Organizer 2 Profile possible instances...

1. Profile save game - Radioactive Hell CBBE ....................... Radmorphing Redux CBBE

2. Profile save game - Radioactive Hell Fusion Girl .............. Radmorphing Redux Fusion Girl

 

 

 

- Rad Morphing Redux fomod 0.7.1 Fusion Girl Edition ( Use the morph names for Fusion Girl )

- Rad Morphing Redux fomod 0.7.1 CBBE Edition ( Use morph names used for CBBE  )

 

 

Posted
1 hour ago, dontworryabouthts said:

Hey so, I've installed and reinstalled the mod several times, built morphs and everything, does this mod not work with TWB? I have a slider preset for it and everything but no matter what my character wont change. It's below AAF in the mod list as well so I am unsure as to what the issue is. Could hte issue be something like CBP?

 

The mod should work with all bodies that work with LooksMenu. Pretty sure I used some version of jiggle physics as well, so I don't think CBP is the issue.

 

If you upload a papyrus log that includes you getting irradiated I'll take a look and see if I can find anything that hints at your problem.

Posted

 

9 hours ago, LenAnderson said:

 

The mod should work with all bodies that work with LooksMenu. Pretty sure I used some version of jiggle physics as well, so I don't think CBP is the issue.

 

If you upload a papyrus log that includes you getting irradiated I'll take a look and see if I can find anything that hints at your problem.

how do I get a papyrus log?

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