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Posted
2 hours ago, LenAnderson said:

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.

 

The entry does not exist for me. Do I have to write the "fUpdateDelay=600" entry myself?

Posted
22 minutes ago, deathmorph said:

 

The entry does not exist for me. Do I have to write the "fUpdateDelay=600" entry myself?

 

Yes, you can just add the entry yourself. They only get written into the ini once they've been changed in MCM.

Posted
1 hour ago, LenAnderson said:

Yes, you can just add the entry yourself. They only get written into the ini once they've been changed in MCM.

 

Fine, I set a random value, this wrote the value to the ini and I made 600 out of that. The ini is now 600 and the MCM is 60. That seems to be fine then.
Thanks for your help.

 

Spoiler

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Posted
On 11/23/2022 at 7:18 PM, LenAnderson said:

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

 

Thanks again! And no, you've provided ample guidance already.

 

I have a working prototype after only a few hours of hacking: increases by different amounts for consuming various foods/drinks/chems and sleeping, steadily reduces at different rates for normal activity vs running/sprinting/swimming/combat, doesn't reduce while wearing power armor... I still need to rebalance the increases against the decreases a bit and playtest it some more, but it's already quite functional so I'll probably get it posted this weekend.

 

There's still a long tail of features I intend to add (junk food addiction, weight-related buffs/debuffs, soft integrations for some DLC consumables and workout furniture, activity level adjustment for wearing heels with HHS, integration with smoking mods, and so on).

Posted
7 hours ago, LenAnderson said:

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?

 

Sorry i wasn't really clear about the slider issue, english isn't my primary language

 

About the slider issue:

so they do appear on the dialog and i can select them there, but the problem is when i try to slide the trigger slider (for me it's rads)  they don't seem to change on bodyslide or on the preview like in the video you have on the helper page

 

Sorry again for the misunderstanding and thanks for the reply

Posted
8 hours ago, mel0669 said:

 

Sorry i wasn't really clear about the slider issue, english isn't my primary language

 

About the slider issue:

so they do appear on the dialog and i can select them there, but the problem is when i try to slide the trigger slider (for me it's rads)  they don't seem to change on bodyslide or on the preview like in the video you have on the helper page

 

Sorry again for the misunderstanding and thanks for the reply

 

I've uploaded a new version with more detailed logging around the interactions with BodySlide. Please download that, start BodySlide and RMR Helper, select the correct body and preset in both applications, then move a trigger slider in RMR Helper (with relevant slider sets set up of course).

The resulting log file will hopefully give an idea of where it all breaks down.

Posted
34 minutes ago, LenAnderson said:

I've uploaded a new version with more detailed logging around the interactions with BodySlide. Please download that, start BodySlide and RMR Helper, select the correct body and preset in both applications, then move a trigger slider in RMR Helper (with relevant slider sets set up of course).

The resulting log file will hopefully give an idea of where it all breaks down.

 

Just tried it, here's the log. I separated the butt and breast sliders so we can see which work and doesn't (apprently both cannot be found in bodyslide) though i'm not sure about reading the log, i hope it's helpful

 

 

RmrHelper_log.log

Posted
55 minutes ago, mel0669 said:

 

Just tried it, here's the log. I separated the butt and breast sliders so we can see which work and doesn't (apprently both cannot be found in bodyslide) though i'm not sure about reading the log, i hope it's helpful

 

 

RmrHelper_log.log 114.68 kB · 0 downloads

 

Something seems to be organized differently in the BodySlide window... what version of BodySlide are you using? I've only tested with the most recent ones (5.6.0, and previously 5.5.2).

Posted (edited)
23 minutes ago, LenAnderson said:

Something seems to be organized differently in the BodySlide window... what version of BodySlide are you using? I've only tested with the most recent ones (5.6.0, and previously 5.5.2).

i'm on the version 4.8.0 you're right i'm using a really outdated version, i'll try to update and tell you if it changes anything

 

EDIT : worked like a charm, thank you for the help and the amazing mod so yeah you do need the latest version of bodyslide

 

Edited by mel0669
Posted

was using the previous version switch to this one, clean save, but some morph not working, (most of them tbf) random one working but when i check looksmenu body value to the supposed morph they are at 0, like if my character had 2 body Stored 

Posted
14 hours ago, Hex Memeniac said:

was using the previous version switch to this one, clean save, but some morph not working, (most of them tbf) random one working but when i check looksmenu body value to the supposed morph they are at 0, like if my character had 2 body Stored 

 

LooksMenu's BodyGen API, which governs scripted access to morphing, allows mods to attach unique keywords to the morphs they set. This makes it possible for different mods to set morph values for the same sliders without getting confused as to what values are actually set. The LooksMenu interface only shows sliders for morphs that were set without any keywords (basically "default" morphs), which is why you don't see the keyworded morph values used by RMR v2 reflected in the LM sliders.

 

If you want to double-check that RMR's morphs are really being set, you can use something like HBD_MorphDebug to analyze what morphs are applied to which sliders at what magnitudes for different keywords.

Posted

None of thge features of the mod work and its making me sad. Ive tried reinstalling The RMR trigger rads and the rad morphing mod itself but its alwasy the same result anything im missing ?

Posted
4 minutes ago, dmonty368 said:

None of thge features of the mod work and its making me sad. Ive tried reinstalling The RMR trigger rads and the rad morphing mod itself but its alwasy the same result anything im missing ?

 

Sounds like the ESP for RMR isn't enabled. Do you have its dependencies installed? In particular, it requires the Far Harbor and Nuka World DLCs (in addition to F4SE of course).

Posted
1 hour ago, vaultbait said:

 

Sounds like the ESP for RMR isn't enabled. Do you have its dependencies installed? In particular, it requires the Far Harbor and Nuka World DLCs (in addition to F4SE of course).

Yeah i have F4SE but not the DLCs  because i have the base game would that be a problem or should i have bought the G.O.T.Y edition ? im new to modding all this is very alien (i appreciate the fast reply :)

 

Posted
48 minutes ago, dmonty368 said:

Yeah i have F4SE but not the DLCs  because i have the base game would that be a problem or should i have bought the G.O.T.Y edition ? im new to modding all this is very alien (i appreciate the fast reply :)

 

 

I'm assuming GOTY edition these days is cheaper than separately buying both Far Harbor and Nuka World, but I have no idea really. Anyway, yes the mod has a hard dependency on those specifically. Many mods these days will just say "requires all DLCs" and leave it at that, because generally people either have all of them or none.

Posted
On 11/24/2022 at 10:03 PM, vaultbait said:

I have a working prototype after only a few hours of hacking: increases by different amounts for consuming various foods/drinks/chems and sleeping, steadily reduces at different rates for normal activity vs running/sprinting/swimming/combat, doesn't reduce while wearing power armor... I still need to rebalance the increases against the decreases a bit and playtest it some more, but it's already quite functional so I'll probably get it posted this weekend.

 

There's still a long tail of features I intend to add (junk food addiction, weight-related buffs/debuffs, soft integrations for some DLC consumables and workout furniture, activity level adjustment for wearing heels with HHS, integration with smoking mods, and so on).

 

Here's the initial implementation:

 

Posted
1 hour ago, vaultbait said:

 

I'm assuming GOTY edition these days is cheaper than separately buying both Far Harbor and Nuka World, but I have no idea really. Anyway, yes the mod has a hard dependency on those specifically. Many mods these days will just say "requires all DLCs" and leave it at that, because generally people either have all of them or none.

So get the GOTY to fix it ?

 

Posted
On 6/1/2022 at 9:58 AM, Nuka Cherry said:

Great to see this being developed further!

 

Innevitable "would it be possible" question incoming: would you consider adding a mechanism for armor/clothing removed by RMR to be destroyed (chance or always)?

 

Just uploaded version 2.1 with MCM options to drop or destroy unequipped clothes.

Posted (edited)
1 hour ago, LenAnderson said:

 

Just uploaded version 2.1 with MCM options to drop or destroy unequipped clothes.

 

Awesome. Thanks, I can now ditch my ropey hacked version Nude Basics.

Edited by Nuka Cherry
Posted (edited)

A question regarding the controls in the MCM. I set Minimum 50 so that the morph starts just before the red area on the radiometer. I had hired 20 to lose the dresses. However, this happened immediately after the morph began at 50. Now, at a setting of 60, I'm slightly in the red and nothing is happening yet.
Does the clothing loss score refer to the total score in absolute terms starting at 0, or just the score between 50 and 100?

 

PS: I have one more question: If I put BodyFat on both Slider 1 and Slider 2, do they work cumulatively? The background is that I would like to limit the morph to BodyFat, but have a slider for each piece of clothing. But if the sliders are cumulative, then of course that doesn't work. Because I would like to use more than 2 sliders there.

Of course, it would be cool if there was a function to copy the settings of an existing slider.

Edited by deathmorph
Posted
7 minutes ago, deathmorph said:

A question regarding the controls in the MCM. I set Minimum 50 so that the morph starts just before the red area on the radiometer. I had hired 20 to lose the dresses. However, this happened immediately after the morph began at 50. Now, at a setting of 60, I'm slightly in the red and nothing is happening yet.
Does the clothing loss score refer to the total score in absolute terms starting at 0, or just the score between 50 and 100?

 

The unequip threshold refers to the percentage of the target size increase that has been reached at any particular moment (the slider set's morph progress).

If lower threshold is set to 0%, upper threshold to 100%, then morph progress is basically the same as the rads percentage (trigger value).

If lower threshold is set to 50%, upper threshold to 100%, then the morph progress is 2% for each 1% of rads over 50%, i.e. progress = (rads-50%)*2.

Of course, that gets more complex if you have "only doctors" enabled as the progress then refers to the sum of the permanent morphs and the current (i.e. directly related to the current trigger value) morphs.

 

I'm not sure if I got your settings right, but here's an example of what should happen.

 

Target Size Increase = 200%
Lower Threshold      = 50%
Upper Threshold      = 100%
Unequip Threshold    = 20%

Rads  Slider Change (LooksMenu)  Morph Progress (RMR)  
  0%                        ±0%                    0%  
 ...                        ±0%                    0%  
 50%                        ±0%                    0%  
 51%                        +4%                    2%  
 ...                        ...                   ...  
 59%                       +36%                   18%  
 60%                       +40%                   20%  
 61%                       +44%                   22%  items get unequipped (morph progress > unequip threshold)
 ...                        ...                   ...  
100%                      +200%                  100%  

 

If that does not reflect what you are experiencing in game, please upload your MCM settings (.../Data/MCM/Settings/RadMorphingRedux.ini) and a relevant papyrus log covering the progress from low rads (low enough that you don't have any morphs) all the way to rads high enough that items should get unequipped. Remember to enable debug logging in RMR's MCM.

Posted

Yes, that pretty much reflects my MCM attitude. However, with me, the actress was undressed immediately after reaching the threshold of 50 Lower Trashold at unequip 20. I'll monitor this and post a log if it happens again.

What about the slider sets, do they have a cumulative effect with the same slider names?

Posted
42 minutes ago, deathmorph said:

What about the slider sets, do they have a cumulative effect with the same slider names?

 

No, unequipping is only based on the same slider set.

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