Chupacabra Gonzales Posted March 2, 2022 Posted March 2, 2022 Hi there, I am using this mod in conjunction with Combat Strip Lite. When I was doing the "spin 3 underwater valves" quest I noticed that my character would strip the designated body slot (I set it to 33 for the main outfit) when I reached the Unequip threshold, but moments later the outfit would be re-equipped. At first I thought it was happening when I went back to the surface. I have a habit from other games of mashing/holding Spacebar to resurface. In FO4 this is causing me jump over the water when I reach the surface so I thought there was something in that moment that triggered the clothing re-equip. But then I started doing 2 valve in one breath of air, basically staying underwater for longer periods of time and I think the outfit was reapplied without leaving the "underwater" status. The reason I am mentioning Combat Strip Lite is that I know it has a function where equipment in a slot gets unequipped when the body slot is damaged, but then gets reequipped on its own once that body slot is considered healed. Is it possible that there is some kind of conflict I should look out for or some kind of integration switch I need to enable? Has such an issue been observed/reported before?
vaultbait Posted March 2, 2022 Posted March 2, 2022 3 minutes ago, Chupacabra Gonzales said: Hi there, I am using this mod in conjunction with Combat Strip Lite. When I was doing the "spin 3 underwater valves" quest I noticed that my character would strip the designated body slot (I set it to 33 for the main outfit) when I reached the Unequip threshold, but moments later the outfit would be re-equipped. At first I thought it was happening when I went back to the surface. I have a habit from other games of mashing/holding Spacebar to resurface. In FO4 this is causing me jump over the water when I reach the surface so I thought there was something in that moment that triggered the clothing re-equip. But then I started doing 2 valve in one breath of air, basically staying underwater for longer periods of time and I think the outfit was reapplied without leaving the "underwater" status. The reason I am mentioning Combat Strip Lite is that I know it has a function where equipment in a slot gets unequipped when the body slot is damaged, but then gets reequipped on its own once that body slot is considered healed. Is it possible that there is some kind of conflict I should look out for or some kind of integration switch I need to enable? Has such an issue been observed/reported before? Are you possibly using a mod which automatically undresses/redresses you while swimming, like CWSS Redux or Build Your Own Pool?
Chupacabra Gonzales Posted March 2, 2022 Posted March 2, 2022 (edited) 3 minutes ago, vaultbait said: Are you possibly using a mod which automatically undresses/redresses you while swimming, like CWSS Redux or Build Your Own Pool? I was not aware that those mods did that. Thank you for your input. I am using BYOP, I'll see if I can edit its settings. Edited March 2, 2022 by Chupacabra Gonzales edit
Dutchygamer Posted March 6, 2022 Posted March 6, 2022 On 2/22/2022 at 3:06 PM, LenAnderson said: I'm just going through the list of bugs right now getting ready to update the mod. And this is one thing I could not reproduce. Teddy curing rads correctly always resets morphs for me. Looking at the quest vars a little more closely know I noticed something strange. All the JustCured variables never reset after the doctor script finishes! So after having any doctor in the base game cure rads once, DoctorJustCuredRads is always set to 1 / true, which is why resetting morphs with DLC doctors worked for me once the scenes were added. Because, even though the mod incorrectly checks the base game's GenericDoctorsScript, the JustCured var is already true from a previous visit. The GenericDoctorsScript has a function called ClearDialogueConditions that reset the three JustCured vars, but I don't see it being called anywhere. I don't know if this is one of my mods interfering or a Beth bug. Could you (or anyone else) check if that is the case for you as well? I don't have a clean FO4 to test with and unfortunately switching profiles in Vortex has never worked for me, so I'm not going to risk having to redo my whole modlist just to test this bug. To check you'd have to follow these steps: open console type sqv DialogueGenericDoctors scroll up until you see DoctorJustCuredRads (value should be 0) close console ask any base game doctor to cure rads wait until the doctor dialogues are completely over and you ended the conversation with them open console type sqv DialogueGenericDoctors scroll up until you see DoctorJustCuredRads (value should be 0 again at this point) For the DLC doctors the console commands should be: Far Harbor, Teddy: sqv DLC03DialogueFarHarbor Far Harbor, Archemist: sqv DLC03CoA_ConvArchemistGeneric Far Harbor, Aster: sqv DLC03AcadiaDialogue Nuka World, Mackenzie: sqv DLC04SettlementDoctor What does this mean? Your bugfix is correct. I need to add references to all the different doctor scripts in order to properly check for cured rads. If the JustCured vars are really never reset, then after curing rads once, every other visit to a doctor that involves some kind of treatment (addiction, health, rads) will reset morphs if your rads are already at 0. I could probably ClearDialogueConditions myself once curing rads is detected. But I think I would make that optional through MCM as I don't know if that potentially messes something up somewhere else in the game, or causes problems for the interfering mod if this is not a Beth bug)... I wouldn't be surprised if this is a Beth bug. I've encountered some more oddities with the DLC which I assume is sloppyness on Beth's part. If I have the time I will try out your request, to verify your theory.
GuruSR Posted March 17, 2022 Posted March 17, 2022 2 questions: 1.) If you have a character that doesn't get damaged by rads, but is around them, how would this work? 2.) If the doctor reset issue is a problem, is there no way to read the rads currently on the actor and then when they drop, slowly revert the body back? So it isn't an instant snap back (kind of like swelling going down). GuruSR.
vaultbait Posted March 17, 2022 Posted March 17, 2022 27 minutes ago, GuruSR said: 1.) If you have a character that doesn't get damaged by rads, but is around them, how would this work? I don't quiet get what you're asking, but if you're immune to radiation then being around radiation sources has no impact and does not cause your body to morph. For example, I have a simple little mod that turns on radiation immunity when completely nude. If I'm standing around in a rad storm with clothes on, I start to swell up. If I strip down then I stop accumulating rads and I don't get any larger. If I take my clothes off before swimming, or before walking up to a radioactive waste barrel, or before wandering into the glowing sea... no new morphing happens due to my radiation immunity.
GuruSR Posted March 17, 2022 Posted March 17, 2022 20 minutes ago, vaultbait said: I don't quiet get what you're asking, but if you're immune to radiation then being around radiation sources has no impact and does not cause your body to morph. For example, I have a simple little mod that turns on radiation immunity when completely nude. If I'm standing around in a rad storm with clothes on, I start to swell up. If I strip down then I stop accumulating rads and I don't get any larger. If I take my clothes off before swimming, or before walking up to a radioactive waste barrel, or before wandering into the glowing sea... no new morphing happens due to my radiation immunity. I was wondering, mainly because I've not looked to see if nearby rads can be "read" somehow and adjusted, wonder if a Perk would let us scan the rads that way. Since immunity to rads would step on this, have a play through where the player is immune as a race trait, would have been interesting to see changes happen in and out of rads. GuruSR.
LenAnderson Posted March 17, 2022 Author Posted March 17, 2022 8 hours ago, GuruSR said: 2 questions: 1.) If you have a character that doesn't get damaged by rads, but is around them, how would this work? 2.) If the doctor reset issue is a problem, is there no way to read the rads currently on the actor and then when they drop, slowly revert the body back? So it isn't an instant snap back (kind of like swelling going down). GuruSR. If you somehow block the radiation bar from filling, you can use random rads instead of actual rads in the MCM. However, I think that still needs the game to think that you are being affected by rads (i.e. a red +X by your health bar). If you are completely immune to rads and don't even get the indicator that you are taking radiation damage, then it probably won't work since that feature relies on receiving radiation damage events. The doctor reset issue is only an issue if you only allow doctors to reset morphs. With that setting disabled any reduction of rads no matter what source will affect morphs.
GuruSR Posted March 21, 2022 Posted March 21, 2022 On 3/17/2022 at 5:42 PM, LenAnderson said: If you somehow block the radiation bar from filling, you can use random rads instead of actual rads in the MCM. However, I think that still needs the game to think that you are being affected by rads (i.e. a red +X by your health bar). If you are completely immune to rads and don't even get the indicator that you are taking radiation damage, then it probably won't work since that feature relies on receiving radiation damage events. The doctor reset issue is only an issue if you only allow doctors to reset morphs. With that setting disabled any reduction of rads no matter what source will affect morphs. The Assimilation mod has introduced a FEV that -1's rads using a perk by the looks of it, not entirely sure *if* that'll interfere when it is present, but I do see the rad indicator at least, not sure if that will work. As for the doctor, I was wondering if there was a way to see what the current "added values" were for the player, so I can see where the rads have gotten the increase/decrease to, an extra MCM for it might be helpful. I think it is capped right now, but I can't tell, plus it would help us to determine the min/max of things while testing values out. GuruSR.
Dutchygamer Posted March 22, 2022 Posted March 22, 2022 On 3/17/2022 at 10:42 PM, LenAnderson said: If you somehow block the radiation bar from filling, you can use random rads instead of actual rads in the MCM. However, I think that still needs the game to think that you are being affected by rads (i.e. a red +X by your health bar). If you are completely immune to rads and don't even get the indicator that you are taking radiation damage, then it probably won't work since that feature relies on receiving radiation damage events. The doctor reset issue is only an issue if you only allow doctors to reset morphs. With that setting disabled any reduction of rads no matter what source will affect morphs. Can confirm 1: when using TGM in example, even the random rads won't trigger. Only when you can actually take rads (like, TIM) it will work as intended. 1
slugd99 Posted March 30, 2022 Posted March 30, 2022 Fantastic mod was wondering if anyone might know a console command to raise the price of getting rads removed. 40 caps is way too cheap and once you hit level 10 or 20, its a joke. right now i have 50k caps, so i dont even mind running to the doc and getting cured constantly. might be much more interesting if you could make a cure much more expensive. an MCM setting like the one in "tattoo after rape" would be awesome, but if im the only one that is annoyed by this, i will be happy with the console command.
LenAnderson Posted March 30, 2022 Author Posted March 30, 2022 54 minutes ago, slugd99 said: Fantastic mod was wondering if anyone might know a console command to raise the price of getting rads removed. 40 caps is way too cheap and once you hit level 10 or 20, its a joke. right now i have 50k caps, so i dont even mind running to the doc and getting cured constantly. might be much more interesting if you could make a cure much more expensive. an MCM setting like the one in "tattoo after rape" would be awesome, but if im the only one that is annoyed by this, i will be happy with the console command. Doctor costs are stored in four global variables: ServiceCostCureAddict ServiceCostCureRads ServiceCostCureWoundsLarge (player at < 40% health) ServiceCostCureWoundsSmall You can use the console commands "show" and "set ... to" to view and modify global variables in the console: show ServiceCostCureRads set ServiceCostCureRads to 4000 At least with Full Dialogue Interface, the dialogue options will still say "Cure Rads (40 caps)" but it will take the full 4000 from you. No idea if there are negative / breaking side effects. It seems like this change is simple enough that it shouldn't have side effects, but who knows... 1
slugd99 Posted March 30, 2022 Posted March 30, 2022 5 hours ago, LenAnderson said: Doctor costs are stored in four global variables: ServiceCostCureAddict ServiceCostCureRads ServiceCostCureWoundsLarge (player at < 40% health) ServiceCostCureWoundsSmall You can use the console commands "show" and "set ... to" to view and modify global variables in the console: show ServiceCostCureRads set ServiceCostCureRads to 4000 At least with Full Dialogue Interface, the dialogue options will still say "Cure Rads (40 caps)" but it will take the full 4000 from you. No idea if there are negative / breaking side effects. It seems like this change is simple enough that it shouldn't have side effects, but who knows... thank you very much for the info. i will report back if it breaks my game
ebbluminous Posted March 30, 2022 Posted March 30, 2022 Is there a way for Rads to adjust movement speed? I.e. get bigger and so move slower due to extra weight...
vaultbait Posted March 30, 2022 Posted March 30, 2022 58 minutes ago, ebbluminous said: Is there a way for Rads to adjust movement speed? I.e. get bigger and so move slower due to extra weight... Not in the current version of RMR, but if you pair it with Advanced Needs 76 (or its predecessor, AN2) then the radiation poisoning feature will slow you down considerably when it kicks in.
LenAnderson Posted April 8, 2022 Author Posted April 8, 2022 On 3/30/2022 at 3:19 PM, slugd99 said: thank you very much for the info. i will report back if it breaks my game I played around with this a bit, does not seem to cause problems, but (probably because the global var is marked as "constant") it gets reset every time you quit (either to Main Menu or to Desktop). Directly reloading does not reset the value to 40.
LenAnderson Posted April 8, 2022 Author Posted April 8, 2022 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! 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 On 2/21/2022 at 12:53 PM, Nuka Cherry said: So, I have been playing around with the clothing removal due to rad morphs - and hit a snag with devious devices which cannot be removed - I get spammed by the ripping sound and a message cannot be removed as the mod script tries to take them off over and over. Is there any fix other than excluding the affected body slots used by DD to prevent this happening? I really like the system (oh how I wish food one also existed, with speed debuffs) and I like the way I can tailor different slots to remove at different stages. Nude basics had a speed debuff on a certain rad level, but that required AWKCR which is a no no from me. Does anyone know of any other mod that can add a speed debuff effect (even one like a worn ring - I think Nuka Ride has a collar like that)? On 10/16/2020 at 4:41 AM, Rex89 said: no problem just wanted to mention it just in case but any who i have a suggestion it's for quality of life (unless you already have this on your list) can you add a master switch for the Only doctors can reset morphs and Additive morphing so you don't have to go thought all 20 sliders individually turning them on/off or is that not possible. I just uploaded a new version of the mod. This includes global settings for doctor healing and additive morphing, @Dutchygamer's combat companion fix, better compatibility with DD, hopefully the final doctor fix, and a couple more bugfixes. What's New in Version 1.0.1 Added compatibility with Devious Devices. This mod will no longer try to unequip locked DDs. Added global override settings in MCM to override Only Doctors and Additive Morphing settings. Added a bugfix for a potential Bethesda-Bug where the information what a doctor has cured never resets and after the first time a doctor cured rads, morphs would always be reset after any kind of doctor visit. This setting is disabled by default. Bugfix: Don't try to unequip stuff while in Power Armor. Bugfix: Fixed mod not always shutting down correctly (prevent timer from restarting while shutting down). Bugfix: Fixed DLC Doctors still not resetting morphs. Bugfix: Fixed companions constantly getting removed and added from the companion list (as morph targets) during combat. 4
vaultbait Posted April 8, 2022 Posted April 8, 2022 1 hour ago, kazeha9 said: i have FNB instaled .can i use this? What's FNB?
kazeha9 Posted April 8, 2022 Posted April 8, 2022 29 minutes ago, vaultbait said: What's FNB? fallout nude basics )
LenAnderson Posted April 9, 2022 Author Posted April 9, 2022 6 hours ago, kazeha9 said: fallout nude basics ) Just had a look at the mod description. Don't see any reason why they wouldn't work together. Maybe keep the undressing to FNB and morphing to RMR? At least make sure that you don't morph the same sliders with both mods as that will cause problems.
Dutchygamer Posted April 10, 2022 Posted April 10, 2022 On 4/8/2022 at 2:37 PM, LenAnderson said: I just uploaded a new version of the mod. This includes global settings for doctor healing and additive morphing, @Dutchygamer's combat companion fix, better compatibility with DD, hopefully the final doctor fix, and a couple more bugfixes. What's New in Version 1.0.1 Added compatibility with Devious Devices. This mod will no longer try to unequip locked DDs. Added global override settings in MCM to override Only Doctors and Additive Morphing settings. Added a bugfix for a potential Bethesda-Bug where the information what a doctor has cured never resets and after the first time a doctor cured rads, morphs would always be reset after any kind of doctor visit. This setting is disabled by default. Bugfix: Don't try to unequip stuff while in Power Armor. Bugfix: Fixed mod not always shutting down correctly (prevent timer from restarting while shutting down). Bugfix: Fixed DLC Doctors still not resetting morphs. Bugfix: Fixed companions constantly getting removed and added from the companion list (as morph targets) during combat. Oof... now to figure out how I can merge my changes into this new version... It might be easier to cherrypick your changes and merge those into my version
LenAnderson Posted April 10, 2022 Author Posted April 10, 2022 31 minutes ago, Dutchygamer said: Oof... now to figure out how I can merge my changes into this new version... It might be easier to cherrypick your changes and merge those into my version Looks like my commits weren't automatically mirrored to github. The repo is now up to date again. Might make it easier to see what I've changed. 1
Hex Memeniac Posted April 13, 2022 Posted April 13, 2022 frist thanks for your mod, its on my load order since 2 years already, whenever i want to play a scaling BBW radiation or Hulk female (sadly no green skin scaling with rads mod) Rad morph is da way Do you plan to add more sliders? or even profile, so we can share with each other preset like bodyslide xml btw i changed Geiger Sound to some growth noise, fit very well this mod
LenAnderson Posted April 13, 2022 Author Posted April 13, 2022 1 hour ago, Hex Memeniac said: Do you plan to add more sliders? Do you mean more than the 20 slider sets currently available in MCM? Because there really isn't any limit to the number of looksmenu sliders to morph (or which type of body you use) right now. The list of MCM pages for RMR is already quite long so I would not want to increase it even more by default. I've though about adding a FOMOD option to install the mod with more slider sets available but at least the way its currently implemented that would mean also compiling the script multiple times and that's just going to introduce problems. Maybe something with a hidden MCM setting in a separate ini file may do the job. However, this is not high on my priority list right now. 1 hour ago, Hex Memeniac said: or even profile, so we can share with each other preset like bodyslide xml You can already share or switch between different presets by replacing .../Data/MCM/Settings/LenA_RadMorphing.ini Just stop and restart the mod through MCM to reload the values from the new ini file.
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