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Posted
2 hours ago, LenAnderson said:

RMR Version 2 is now available for download

 

Yay! Thanks!!!

 

Unfortunately this means I'm going to be compelled to set my nearly-finished (unrelated) mod aside for a bit and start working on that food and exercise trigger plugin I've been yearning for. I haven't looked closely at the new framework yet, but I suppose I'll need a running quest script which remote registers for OnItemEquipped events and then calls one of RMR's API functions if they fit my keyword formlist of affected food and drink items, or something along those lines?

Posted
2 hours ago, LenAnderson said:

RMR Version 2 is now available for download, together with triggers for Rads and SPECIAL stats, and the RMR Helper.

 

Keep in mind that this is a complete rewrite of the mod and any previous version of RMR should be removed before installing RMRv2.

 

I'm sure I've missed something, so keep the bug reports coming...

If you do report a bug, please enable logging in the "Debug Tools" section of RMR's MCM and upload a relevant papyrus log.

 

What a nice surprise.

Quick Question while I'm downloading everything: Am I able to use both the SPECIAL and the Rads triggers at the same time?

Posted
51 minutes ago, MrNicoras said:

Ok: Couple of questions.  

 

That's as it should be.  However, being in Bunker Hill, I just went to Kay (the vet/doctor) and had her remove all rads and heal my health.  But my character still looks like this after treatment.  When does the doctor removal kick in?

 

Also, One of the sliders I use is "Nipples Size."  If you load that slider in Body Slide, it is an inverse slider - The higher the percentage, the smaller the morph.  Is there any way to invert the effects on sliders like that?  What I'd like to see is the nipple size get bigger when she takes rads, instead of smaller.  But I don't see how to make that work in the MCM.

 

Thanks for this mod.  It's a lot of fun!

 

In the old version, a doctor healing rads would also reset morphs (with only doctors / sleep morphs enabled). In the new version, the morph healing dialog only kicks in when you have taken permanent morphs as it is uncoupled from the rads healing; i.e., take some rads which lead to morphs, then heal some or all of the rads (morphs stay and are now "permanent"), then talk to a doctor about healing morphs.

 

You can set a negative "target size increase" to reduce a slider.

 

 

 

3 minutes ago, deathmorph said:

I have not yet installed the new version. However, my understanding is that it now costs extra corks to have the morph reset. So that there's the option to remove the radiation and the option to remove the morph.
But maybe I interpreted that wrong.
I have to go to the doctor first to have my rads removed. Then cleanly uninstall and reinstall. So I don't know if my assumption is correct.

 

You pay to heal morphs, but the cost can be configured in MCM. If you don't want to pay extra, just set the cost to 0. Hell, if you want to get paid, edit the MCM ini manually and set the cost to a negative value :D

 

You should not have to get rads removed, just disable the old mod in MCM (this will restore your original body), then remove the old mod, and finally install the new one.

 

 

 

 

2 minutes ago, vaultbait said:

 

Yay! Thanks!!!

 

Unfortunately this means I'm going to be compelled to set my nearly-finished (unrelated) mod aside for a bit and start working on that food and exercise trigger plugin I've been yearning for. I haven't looked closely at the new framework yet, but I suppose I'll need a running quest script which remote registers for OnItemEquipped events and then calls one of RMR's API functions if they fit my keyword formlist of affected food and drink items, or something along those lines?

 

Yes, that's probably how I would approach this.

The basic requirements for creating a trigger are outlined at the bottom of RMR's mod page.

Posted
8 minutes ago, Chupacabra Gonzales said:

 

What a nice surprise.

Quick Question while I'm downloading everything: Am I able to use both the SPECIAL and the Rads triggers at the same time?

 

Yes, you can use as many triggers as you want.

Posted

Hi thanks for the update ^^

 

I was just wondering how does the helper work exactly, i can't seem to be able to make it interact with bodyslide, does it have something to do with MO2 ?  (i.e. should i add it as another executable there just like bodyslide ?)

 

I also found that it seems to have trouble opening my ini file and even just finding it 

 

btw is there an option in the mcm to use combat strip sounds or it does it normally ?

 

and sorry but one last thing (i promise it's not a big deal ) but the mcm menu still says 1.0.1

 

otherwise i did some testing it still works great (at least with the base settings i admit i didn't mess around with the sliders yet)

 

anyway thanks for all the work :)

Posted (edited)
15 minutes ago, LenAnderson said:

The basic requirements for creating a trigger are outlined at the bottom of RMR's mod page.

 

Thanks again. It does look pretty straightforward, and the two plugins you provided are excellent reference examples as well.

 

Do you mind if I use one of your plugins as a template for creating a new one (changing all the relevant details obviously), or would you prefer that I create it entirely from scratch? Happy to attach a preliminary version to a comment here or send it privately for review once I have it working, in case you want to approve the result before I might upload it as a new file page, providing full attribution to you of course.

Edited by vaultbait
Posted
19 minutes ago, mel0669 said:

Hi thanks for the update ^^

 

I was just wondering how does the helper work exactly, i can't seem to be able to make it interact with bodyslide, does it have something to do with MO2 ?  (i.e. should i add it as another executable there just like bodyslide ?)

 

I also found that it seems to have trouble opening my ini file and even just finding it 

 

btw is there an option in the mcm to use combat strip sounds or it does it normally ?

 

and sorry but one last thing (i promise it's not a big deal ) but the mcm menu still says 1.0.1

 

otherwise i did some testing it still works great (at least with the base settings i admit i didn't mess around with the sliders yet)

 

anyway thanks for all the work :)

 

You don't have to launch the helper through the mod manager, it just needs to be located in .../Data/Tools/RmrHelper/ (which it should if installed with the mod manager). It tries to find the ini based on its own location, so if it is placed somewhere else it will not find the ini. To see if the helper has just trouble finding the ini or problems reading it, you could try manually loading and saving it with the "Open..." and "Save as..." buttons in the top right of the helper's window.

The BodySlide window is found by the window's title, which should just be "BodySlide".

 

I guess I'll have to add some local logging to the helper to better understand why something is not working. I'll put that on the list for the next update.

 

There's no setting for the combat strip sounds. If one of the mods is installed they should just be used whenever something gets stripped by RMR.

 

 

 

 

17 minutes ago, vaultbait said:

 

Thanks again. It does look pretty straightforward, and the two plugins you provided are excellent reference examples as well.

 

Do you mind if I use one of your plugins as a template for creating a new one (changing all the relevant details obviously), or would you prefer that I create it entirely from scratch? Happy to attach a preliminary version to a comment here or send it privately for review once I have it working, in case you want to approve the result before I might upload it as a new file page, providing full attribution to you of course.

 

Feel free to just clone the repo or download / copy it. I can take a look at your mod if you have trouble getting it to work, otherwise there is really no need. The more people create mods the better. I don't own any of this :D

 

 

 

 

7 minutes ago, MrNicoras said:

Thanks for the response.  

 

How?

 

Come to think of it, I don't think I've ever tried actually doing that in MCM, but you should be able to just move the slider to the left to get negative values. The MCM config is set to allow anything between -600 and +600. If the MCM does not go below 0 you may just have to manually edit the ini file.

Posted
52 minutes ago, LenAnderson said:

You don't have to launch the helper through the mod manager, it just needs to be located in .../Data/Tools/RmrHelper/ (which it should if installed with the mod manager). It tries to find the ini based on its own location, so if it is placed somewhere else it will not find the ini. To see if the helper has just trouble finding the ini or problems reading it, you could try manually loading and saving it with the "Open..." and "Save as..." buttons in the top right of the helper's window.

The BodySlide window is found by the window's title, which should just be "BodySlide".

 

I'm sorry to bother you with it, but is it the RadMorphingRedux.ini located in .../data/MCM/Settings/ ? cause it doesn't seem to be able opening it, concerning bodyslide it seems like it's not finding it even if i launch both directly in the folder without going through mo2

 

anyway it's no big deal i'll use MCM to edit the morph sliders

Posted (edited)
2 hours ago, LenAnderson said:

remove the old mod, and finally install the new one.

 

Installed, looking forward to it. I'm only missing one option, 1x slider set, because I only use one at a time - or I'm not quite sure what the point of the many sets is

edit// I see it now in the MCM, all right


I set the conflicts like this, you described AAF, does that apply to RH as well?

 

Spoiler

image.png.ac50ca742e95bb3060eb165c134cba2e.png

 

Edited by deathmorph
Posted
7 minutes ago, deathmorph said:

 

Installed, looking forward to it. I'm only missing one option, 1x slider set, because I only use one at a time ;) - or I'm not quite sure what the point of the many sets is
I set the conflicts like this, you described AAF, does that apply to RH as well?

 

  Hide contents

image.png.ac50ca742e95bb3060eb165c134cba2e.png

 

 

I believe RH also includes the LL FourPlay Library. You can click on the orange "2 conflicting file" text to see which files are causing the conflict. I don't think the order matters, but I would just let RH and AAF overwrite RMR.

Posted
6 minutes ago, LenAnderson said:

I believe RH also includes the LL FourPlay Library. You can click on the orange "2 conflicting file" text to see which files are causing the conflict. I don't think the order matters, but I would just let RH and AAF overwrite RMR.

 

Correct, Vortex claims I have a three-way file conflict over the two LLFP files, between AAF/RH/RMR. I just set AAF's copy to win and picked an arbitrary order for the others.

Posted
2 hours ago, LenAnderson said:

Come to think of it, I don't think I've ever tried actually doing that in MCM, but you should be able to just move the slider to the left to get negative values. The MCM config is set to allow anything between -600 and +600. If the MCM does not go below 0 you may just have to manually edit the ini file.

 

So I just change the number on the fThresholdMin from 0 to -600 (or whatever) and that should do the trick?

 

Do you think I'd also need to set fThresholdMax to 0 instead of 100?

 

Is that the only change I need to make to reflect the negative slider value in the MCM? 

 

image.thumb.png.5c5a9d093c5674ede4a74c0db1f3313b.png

Posted (edited)
2 hours ago, LenAnderson said:

I believe RH also includes the LL FourPlay Library. You can click on the orange "2 conflicting file" text to see which files are causing the conflict. I don't think the order matters, but I would just let RH and AAF overwrite RMR.

 

Okay thanks.

I have one request or suggestion:

This time I decided to go with the periodic variant. Works perfectly. Would it be possible to also offer larger variants? For example 5/10/15 minutes? So I have time to store my loot somewhere before my backpack gets blown off? The variant first check 5/10/15 min would be cool, combined with a warning message.

 

I have no idea if that's a lot of work or if it's technically possible.

 

PS: my Nora now looks like a Spacemarine in the power armor ?

 

PPS: there is one thing I still don't understand and I haven't been able to try it yet. Does periodic update mean that at 25% rad and 1 second update time the morph is at 100% in 4 seconds?

 

What I noticed, but is not relevant for the game: If I set the rad as a trigger and save this setting in the MCM, then the order of the triggers in the mod apparently changes from time to time. But it's not that bad.

 

Spoiler

image.png.096c6e90029551c79aa4df11ba7420bb.png

 

Edited by deathmorph
Posted
9 hours ago, MrNicoras said:

 

So I just change the number on the fThresholdMin from 0 to -600 (or whatever) and that should do the trick?

 

Do you think I'd also need to set fThresholdMax to 0 instead of 100?

 

Is that the only change I need to make to reflect the negative slider value in the MCM? 

 

image.thumb.png.5c5a9d093c5674ede4a74c0db1f3313b.png

 

fTargetMorph would be the target size increase. fThresholdMin / fThresholdMax are the upper and lower thresholds.

 

 

 

 

9 hours ago, deathmorph said:

 

Okay thanks.

I have one request or suggestion:

This time I decided to go with the periodic variant. Works perfectly. Would it be possible to also offer larger variants? For example 5/10/15 minutes? So I have time to store my loot somewhere before my backpack gets blown off? The variant first check 5/10/15 min would be cool, combined with a warning message.

 

I have no idea if that's a lot of work or if it's technically possible.

 

PS: my Nora now looks like a Spacemarine in the power armor ?

 

PPS: there is one thing I still don't understand and I haven't been able to try it yet. Does periodic update mean that at 25% rad and 1 second update time the morph is at 100% in 4 seconds?

 

What I noticed, but is not relevant for the game: If I set the rad as a trigger and save this setting in the MCM, then the order of the triggers in the mod apparently changes from time to time. But it's not that bad.

 

  Hide contents

image.png.096c6e90029551c79aa4df11ba7420bb.png

 

 

You could set the update delay in the ini file to a value higher than 60 seconds.

 

Only sleep morphing acts additive. Setting update type to periodically just means that the mod looks for changes every X seconds instead of immediately reacting to trigger changes.

 

The trigger name number is not really relevant for RMR, it is just an index used internally as a link between the dropdown in MCM and RMR. This number may change anytime a trigger unregisters or registers itself (this happens at least every time a savegame is loaded).

Posted
42 minutes ago, LenAnderson said:

You could set the update delay in the ini file to a value higher than 60 seconds.

 

In RMR folder or Rads folder? Settings.ini files are located in both of them. 10.0 is noted in the latter.

Posted
7 minutes ago, deathmorph said:

 

In RMR folder or Rads folder? Settings.ini files are located in both of them. 10.0 is noted in the latter.

 

.../Data/MCM/Settings/RadMorphingRedux.ini

Posted
11 hours ago, mel0669 said:

 

I'm sorry to bother you with it, but is it the RadMorphingRedux.ini located in .../data/MCM/Settings/ ? cause it doesn't seem to be able opening it, concerning bodyslide it seems like it's not finding it even if i launch both directly in the folder without going through mo2

 

anyway it's no big deal i'll use MCM to edit the morph sliders

 

I just uploaded an update to RMR Helper that creates a log file in the same location as RmrHelper.exe. If you upload / send the log file after trying to use the helper again it may help me figure out why it is not working for you.

Posted

Congrats on the new release! :)

I'm still running a highly modified branch of like... two releases back, so it might take a while for me to catch up (if I ever will). That and I don't want to break another savegame by switching out. Will check out what kind of improvements you've made for 2.0, and what I may be able to port over to my branch.

Posted
6 hours ago, LenAnderson said:

I just uploaded an update to RMR Helper that creates a log file in the same location as RmrHelper.exe. If you upload / send the log file after trying to use the helper again it may help me figure out why it is not working for you.

hey thanks for the update i managed to make it work with MO2 using your guide,

now the problem seems to be it not detecting the sliders from CBBE despite picking them up in the log

 

i've attached the log if you're interested

 

thanks again for the reply ^^

 

 

RmrHelper_log.log

Posted
7 hours ago, LenAnderson said:

.../Data/MCM/Settings/RadMorphingRedux.ini

 

I have changed that, see below. The value, however, is not transferred to the MSM. Is that correct anyway?

 

Spoiler

image.png.c11e1b92fb83e596aaef906a66cb6370.png

 

image.png.b7a50b8b71ae92dd9adb5f65323fc3f1.png

 

Posted
42 minutes ago, mel0669 said:

hey thanks for the update i managed to make it work with MO2 using your guide,

now the problem seems to be it not detecting the sliders from CBBE despite picking them up in the log

 

i've attached the log if you're interested

 

thanks again for the reply ^^

 

 

RmrHelper_log.log 40.39 kB · 0 downloads

 

Just to clarify.

  1. You select CBBE.xml as the body
  2. You click on "Add Slider" on one of the slider sets
  3. The dialog that pops up is empty?
    image.png.2f66786392bab96a780abf6d0b69379c.png
Posted
13 minutes ago, deathmorph said:

 

I have changed that, see below. The value, however, is not transferred to the MSM. Is that correct anyway?

 

  Hide contents

image.png.c11e1b92fb83e596aaef906a66cb6370.png

 

image.png.b7a50b8b71ae92dd9adb5f65323fc3f1.png

 

 

iUpdateType is the setting for the update type (immediate, periodically, on sleep). The setting for the update delay is fUpdateDelay in the [General] section of the ini file.

Posted

So a idea that this update has given me with no way of knowing if it's do able, is ti combine it with the animated fannies mod and sex attributes so wear from sex attributes will affect the morphs from animated fannies.

 

I have no idea how to mod so I was just kinda putting this here in case someone else though the idea was good.

Posted
24 minutes ago, Spaceguest991 said:

So a idea that this update has given me with no way of knowing if it's do able, is ti combine it with the animated fannies mod and sex attributes so wear from sex attributes will affect the morphs from animated fannies.

 

I have no idea how to mod so I was just kinda putting this here in case someone else though the idea was good.

 

Integration with SA is absolutely doable. SA raises events when any of the three "wear" attributes change. I've already used those for something else in an unrelated experiment.

If nobody else makes a trigger for SA (and if I can find the time...) I may create it myself at some point down the line.

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