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Posted

For the implementation in Unhealthy Craving I basically hacked up a copy of the SPECIAL trigger to start out, though the rads one might be a simpler example. I recommend looking at the scripts from both triggers long enough to get a good understanding of what's going on though, coupled with the info on the RMR file page. The trigger scripts are well commented and easy to follow, kudos to @LenAnderson for making them so easy to extend!

 

And feel free to steal anything you like from UC too, the script source is included. There's a lot more in it than just the RMR trigger part though (and even more still sitting on my hard drive, waiting to be uploaded once I iron out some new bugs).

Posted
6 hours ago, LenAnderson said:

To make your own trigger, have a look at Creating a new trigger section of the mod page and check out the Rads trigger on GitHub.

 

Sex Attributes should be quite easy. At least for the "wear" information it provides an event that fires whenever one of the three values changes.

Thanks, I'll start playing around with it.

 

UC looks great when I get around to doing survival, for now I'm really testing about 30 content mods(adult or not) to see how everything reacts late game with 500+ plugins.  So having to eat/sleep/etc just delays my getting to late game so see what breaks, so I can try and fix it....

Posted

I'd like to see an OnConsume trigger that allows you to specify specific items (or just one trigger per specific item).

 

So it morphs a value each time you consume a stimpack, or a nuka-cola. Or whatever.

Posted (edited)
31 minutes ago, DarkSinfulMage said:

I'd like to see an OnConsume trigger that allows you to specify specific items (or just one trigger per specific item).

 

So it morphs a value each time you consume a stimpack, or a nuka-cola. Or whatever.

 

That's essentially what Unhealthy Craving's RMR trigger is, though with multiple categories of items using formlists and keywords in order to be more extensible and integration-friendly, with different increase and decrease values for each category. If you just want that basic feature set, UC 1.0.0 covers it. And if you want to make your own, the source code is included and shouldn't be hard to alter to suit your needs.

Edited by vaultbait
Posted

One more question/request.  For the stripping could we get an additional option to work like CSL and break it where you need to repair it?  I really like that mechanic where you need to find an armor bench to get the armor back and would be great here too.  Kinda an in-between from outright destroy and just un-equipping them.  Just because you made it to town and paid to fix the damage to your body doesn't mean you shouldn't need to wander around naked until you fix your clothes.

Posted

The 2.0 version of this mod with the alternate triggers adds tons of possibilities.  I'd love to figure out some sort of trigger to use this to replace CSL since it's not configurable enough and pretty unreliable. Not entirely sure how.  This game really needs a combat strip mod that is as configurable and customizable as RMR is.

 

You could also have a hotkey tied to a trigger somehow (global variable? idk) with certain morphs applied to it so you could toggle a pushup effect for bras, etc.  I might look into doing that one sometime in the next day or so.

 

It would be awesome if there was a way for this to apply skin overlays as well, but idk enough about how looksmenu works to know if that's even possible.  If only we had racemenu instead of looksmenu :(

 

 

 

 

 

 

Posted
3 hours ago, sullysam said:

The 2.0 version of this mod with the alternate triggers adds tons of possibilities.  I'd love to figure out some sort of trigger to use this to replace CSL since it's not configurable enough and pretty unreliable. Not entirely sure how.  This game really needs a combat strip mod that is as configurable and customizable as RMR is.

 

My dance card is already full, but you could probably make a trigger fed from OnHit events, but the problem with the overall idea is that RMR is geared around body morphs, so what are you going to morph when hit and at what morph value do you forcibly strip something? Those are the logistical questions you'd need to answer before starting to code it.

 

CSL includes source code with it though (as does RMR). If you want to see how it does something it's all right there in the files.

 

3 hours ago, sullysam said:

You could also have a hotkey tied to a trigger somehow (global variable? idk) with certain morphs applied to it so you could toggle a pushup effect for bras, etc.  I might look into doing that one sometime in the next day or so.

 

Yeah, making a keypress send a morph value to RMR would be pretty simple.

 

3 hours ago, sullysam said:

It would be awesome if there was a way for this to apply skin overlays as well, but idk enough about how looksmenu works to know if that's even possible.  If only we had racemenu instead of looksmenu :(

 

Take a look at the Tats After Rape and Scripted Cum Overlays mods to see how it's done, but yes those use one of LooksMenu's APIs too.

Posted (edited)
7 hours ago, vaultbait said:

 

My dance card is already full, but you could probably make a trigger fed from OnHit events, but the problem with the overall idea is that RMR is geared around body morphs, so what are you going to morph when hit and at what morph value do you forcibly strip something? Those are the logistical questions you'd need to answer before starting to code it.

 Haven't thought too much into it, but my logic was to have a "dummy" slider for each slot that doesn't even have any morph associated with it (called slot XX durability or something, that way I could configure strips based on each slot's durability.  So hypothetically durability would be on a per slot basis (or grouped however you like) which would be the max value configured in RMR.  This way you'd have dozens of options for configuring the stripping, as opposed to just the 6 levels you get in CSL. 


Again, not something i've thought too far into, nor do i (probably) plan on ever implementing it. I guess I'm just kind of thinking out loud about some trigger possibilities lol

Edited by sullysam
Posted
18 hours ago, RileyAP said:

One more question/request.  For the stripping could we get an additional option to work like CSL and break it where you need to repair it?  I really like that mechanic where you need to find an armor bench to get the armor back and would be great here too.  Kinda an in-between from outright destroy and just un-equipping them.  Just because you made it to town and paid to fix the damage to your body doesn't mean you shouldn't need to wander around naked until you fix your clothes.

 

Never used CSL. How does the breaking and repairing of armor work, since equipment does not have any kind of durability in FO4 as far as I am aware?

Posted
1 hour ago, LenAnderson said:

 

Never used CSL. How does the breaking and repairing of armor work, since equipment does not have any kind of durability in FO4 as far as I am aware?

 

Top mod, imo:

 

CSL:
 

1.6.0

- NEW: Armor pieces can be damaged but repaired. When damaged, armor cannot be worn, until the player repairs it at an Armor or Chem workbench (just open the crafting menu and all damaged armor will be repaired and re-equipped). Damaged armor actually dont exist in player's inventory. Instead, player will get a "Damaged Armor" placeholder to help indicate how many damaged armor the player has.

 

How the scripts work, would be one for @twistedtrebla

Posted
32 minutes ago, Nuka Cherry said:

 

Top mod, imo:

 

CSL:
 

1.6.0

- NEW: Armor pieces can be damaged but repaired. When damaged, armor cannot be worn, until the player repairs it at an Armor or Chem workbench (just open the crafting menu and all damaged armor will be repaired and re-equipped). Damaged armor actually dont exist in player's inventory. Instead, player will get a "Damaged Armor" placeholder to help indicate how many damaged armor the player has.

 

How the scripts work, would be one for @twistedtrebla

 

Ok, that seems simple enough.

Posted
17 hours ago, LenAnderson said:

Never used CSL

CSL is Combat Strip Lite, I thought since you integrated the sounds you probably had used it, sorry about that.

Posted

Would be nice to be able to debug some of the internal values for morphing, such as resetting all your morph values in case something terrible happens.

 

More support for companions and other NPCs would also be great. I tend to swap companions out often so I think I might be creating some strange behavior, as my companion's morphs have gone completely out of control.

Posted
26 minutes ago, DarkSinfulMage said:

Would be nice to be able to debug some of the internal values for morphing, such as resetting all your morph values in case something terrible happens.

 

In the meantime, there's HBD_MorphDebug for that.

Posted
14 hours ago, DarkSinfulMage said:

Would be nice to be able to debug some of the internal values for morphing, such as resetting all your morph values in case something terrible happens.

 

More support for companions and other NPCs would also be great. I tend to swap companions out often so I think I might be creating some strange behavior, as my companion's morphs have gone completely out of control.

 

To see what RMR is doing you can enable debug logging and check your papyrus log. Every line related to RMR starts with [LenARM] after the timestamp.

The current values of an individual slider set can be written to the log with console commands (the number at the end is the slider set's index, starting at 0):

cqf LenARM_Main SliderSet_Print 0
cqf LenARM_Main SliderSet_Print 1
cqf LenARM_Main SliderSet_Print 2
...

 

If you suspect that RMR is not morphing your character or your companions correctly, upload your MCM ini and a papyrus log that covers situations in which you observed incorrect behavior.

 

For general investigating of BodyGen/LooksMenu, HBD_MorphDebug as linked by vaultbait is probably a good start.

Posted
10 hours ago, LenAnderson said:

 

To see what RMR is doing you can enable debug logging and check your papyrus log. Every line related to RMR starts with [LenARM] after the timestamp.

The current values of an individual slider set can be written to the log with console commands (the number at the end is the slider set's index, starting at 0):

cqf LenARM_Main SliderSet_Print 0
cqf LenARM_Main SliderSet_Print 1
cqf LenARM_Main SliderSet_Print 2
...

 

If you suspect that RMR is not morphing your character or your companions correctly, upload your MCM ini and a papyrus log that covers situations in which you observed incorrect behavior.

 

For general investigating of BodyGen/LooksMenu, HBD_MorphDebug as linked by vaultbait is probably a good start.

 

Thanks - I think I need to do some science and figure out what's happening, as I think that special strength morphing between Nora and Ivy has driven the morphs way out of their established bounds in RMRHelper. Is it possible that morphs are being combined between Companions?


20221215135820_1.jpg.51d0ad1dd16a53af2131dbfc5c90e8da.jpg

Posted

Okay, here's a new log:
Started game, Nora was messed up - armor clearly larger than the suit, indicating the armor was following the out-of-bounds morph.

Used the debug to report then regenerate morphs. She then returned to a zero-morph state (Game start)

 

Because of some external issues: When Nora is recruited as a companion her strength is set super high, which triggers the Strength morphs. I'm tracking down which mod does this, but I've noticed this happening to other humanoid companions (Ivy). What I wonder is if morphs will carry or bounce between companions.

20221216051117_1.jpg

RmrHelper_log.log RadMorphingRedux.ini

Posted
1 hour ago, DarkSinfulMage said:

Okay, here's a new log:
Started game, Nora was messed up - armor clearly larger than the suit, indicating the armor was following the out-of-bounds morph.

Used the debug to report then regenerate morphs. She then returned to a zero-morph state (Game start)

 

Because of some external issues: When Nora is recruited as a companion her strength is set super high, which triggers the Strength morphs. I'm tracking down which mod does this, but I've noticed this happening to other humanoid companions (Ivy). What I wonder is if morphs will carry or bounce between companions.

 

RmrHelper_log.log 308.24 kB · 0 downloads RadMorphingRedux.ini 8.16 kB · 0 downloads

 

That's the RMR Helper log. For anything ingame the papyrus log is needed.

 

The triggers you use all depend on the player, so your companion's stats don't matter for morphing.

You disabled restoring companions on dismiss, so they will keep whatever morphs they have when you dismiss them. At the moment they join you again, their morphs will update to match your current status.

Not sure what you mean with carrying or bouncing.

Posted

I think something broke on my end... Any help is much appreciated.

 

I'm using Unhealthy Craving as a trigger. I configured RMR and everything worked perfectly until I decided to increase a few sliders. I edited RMR config in MCM, increased a few sliders and adjusted which slots to unequip, closed MCM and immediately got the notification that the mod (RMR) is restarting. The restart reverted my character's body to default (no morphs applied) and it just stays that way.

 

Once I get the notification that RMR's been successfully restarted, my character's body stays on default - no morphs being re-applied.

 

My character's weight was at Level 7 (according to Unhealthy Craving) - Fat, so the body is definitely morphed.

 

I'll enable logging and send papyrus log a bit later. Is there anything I can do?

 

I know the RMR Reset worked flawlessly - what's going on this time is beyond me. Every time I'd change something it'd reset and then I'd get morphs back.

 

Posted
8 minutes ago, rubber_duck said:

I think something broke on my end... Any help is much appreciated.

 

I'm using Unhealthy Craving as a trigger. I configured RMR and everything worked perfectly until I decided to increase a few sliders. I edited RMR config in MCM, increased a few sliders and adjusted which slots to unequip, closed MCM and immediately got the notification that the mod (RMR) is restarting. The restart reverted my character's body to default (no morphs applied) and it just stays that way.

 

Once I get the notification that RMR's been successfully restarted, my character's body stays on default - no morphs being re-applied.

 

My character's weight was at Level 7 (according to Unhealthy Craving) - Fat, so the body is definitely morphed.

 

I'll enable logging and send papyrus log a bit later. Is there anything I can do?

 

I know the RMR Reset worked flawlessly - what's going on this time is beyond me. Every time I'd change something it'd reset and then I'd get morphs back.

 

 

Hard to say without seeing the log. Could be that UC missed sending its trigger value after the restart, or some timing issue between the two mods...

You could try restarting RMR again, either by making another change in MCM or with the restart button in RMR's general settings.

Your current status should still exist in UC, so once you get the two mods to properly communicate with each other again everything should be back to normal without anything being lost.

Posted

I have lower threshold set to 50. So that radiation up to approximately 500 rads has no effect. However, even with low radiation it has an effect when I select the "after sleep" option, while the other two have no effect.
Is that intentional that the radiation also adds up below 50?

Posted
17 minutes ago, LenAnderson said:

 

Hard to say without seeing the log. Could be that UC missed sending its trigger value after the restart, or some timing issue between the two mods...

You could try restarting RMR again, either by making another change in MCM or with the restart button in RMR's general settings.

Your current status should still exist in UC, so once you get the two mods to properly communicate with each other again everything should be back to normal without anything being lost.

 

Okay, I did some digging and it might be a false alarm.

 

First things first, I got the log. Hopefully it helps in some way.

 

Second, and this is the fun part... When I loaded the save I immediately jumped to MCM and enabled RMR logging. I then made a few changes to RMR from MCM and it properly restarted. What I mean by properly is I got the notification about restarting, then it reverted default body with no morphs applied, then I got the notification about successful restart, and then the body would get morphed accordingly. For some reason, it worked!

 

I then roamed around for a bit (I was in DC), and decided to change one slider again, just to see if it'd break this time. It did not - it's the same story as before!

 

Question is, why exactly is that? Could it be that the trigger (in my case Unhealthy Craving) didn't respond to RMR immediately after the restart? I enabled Unhealthy Craving debug messages - in a nutshell, it gives me a top-left notification whenever I gain or burn fat. I'm bringing this up as when RMR got restarted (after changing some settings in MCM), my character's body wouldn't get morphed immediately. However, once I received UC notification about changed weight values (I either burned or gained some weight), RMR would nearly instantly morph the body to the correct value.

 

Again, I think (and sincerely hope) this was a false alarm. I've been using RMR for ages now and it always worked flawlessly.

 

Nonetheless, check the log I provided.

 

Papyrus.0.log

Posted
30 minutes ago, rubber_duck said:

 

Okay, I did some digging and it might be a false alarm.

 

First things first, I got the log. Hopefully it helps in some way.

 

Second, and this is the fun part... When I loaded the save I immediately jumped to MCM and enabled RMR logging. I then made a few changes to RMR from MCM and it properly restarted. What I mean by properly is I got the notification about restarting, then it reverted default body with no morphs applied, then I got the notification about successful restart, and then the body would get morphed accordingly. For some reason, it worked!

 

I then roamed around for a bit (I was in DC), and decided to change one slider again, just to see if it'd break this time. It did not - it's the same story as before!

 

Question is, why exactly is that? Could it be that the trigger (in my case Unhealthy Craving) didn't respond to RMR immediately after the restart? I enabled Unhealthy Craving debug messages - in a nutshell, it gives me a top-left notification whenever I gain or burn fat. I'm bringing this up as when RMR got restarted (after changing some settings in MCM), my character's body wouldn't get morphed immediately. However, once I received UC notification about changed weight values (I either burned or gained some weight), RMR would nearly instantly morph the body to the correct value.

 

Again, I think (and sincerely hope) this was a false alarm. I've been using RMR for ages now and it always worked flawlessly.

 

Nonetheless, check the log I provided.

 

Papyrus.0.log 597.9 kB · 0 downloads

 

Hm, still not sure what caused the issue.

 

The delay after the restart is expected. When RMR restarts it basically does the following:

  1. shows "restarting" notification
  2. restores original body (and does other shutdown things)
  3. waits a bit
  4. reapplies base morphs / permanent morphs if that is enabled (and does other startup things)
  5. sends out an event to potentially listening mods, that they should supply their trigger names and current values
  6. shows "finished restarting" notification

Once the trigger mods re-register their names and send their current values, those are used to morph the player. So there may be a small delay between RMR saying it has finished restarting and all morphs being back. Especially with UC, since it puts a delay based on in-game time before sending the current value. Smallest duration for that timer is 2 in-game minutes. With a mod like dynamic timescale (or just a manually set low timescale), depending on your settings it may take 2 real-time minutes of unpaused playing until UC sends the update.

 

 

This lead me to find a potential unrelated bug with the restart logic, though (would only affect slider sets with permanent morphs). Something I need to test a bit.

Posted
47 minutes ago, deathmorph said:

I have lower threshold set to 50. So that radiation up to approximately 500 rads has no effect. However, even with low radiation it has an effect when I select the "after sleep" option, while the other two have no effect.
Is that intentional that the radiation also adds up below 50?

 

The thresholds should still apply to sleep morphing.

 

Could you provide a papyrus log where that happens and also print at least one of the relevant slider sets to the log via console?

 

This would print the first three slider set:

cqf LenARM_Main SliderSet_Print 0
cqf LenARM_Main SliderSet_Print 1
cqf LenARM_Main SliderSet_Print 2

The "0", "1", "2" is the index of the slider set, starting at 0 for the first one (MCM Slider Set 1 = 0, MCM Slider Set 2 = 1, ...).

 

 

I have a hunch that switching from one of the other update types to sleep morphing while already morphed may cause this and a log file would help confirming this.

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