LenAnderson Posted December 27, 2022 Author Posted December 27, 2022 6 hours ago, snickerkill said: Small Question: I have 'Only Dr's can reset morph's' but whenever I go see a Dr, there is no option to heal the radiation effects. Is there a special HUD mod I need? I also see no menu option pop-up like in the mod screen shots. Am I missing something, other than F4SE, Bodyslide, CBBE? Doctors can only reset the "permanent" part of your morphs; i.e., morphs that are not directly due to your current rads. You have to at least get rid of some of your rads before any morphs can be healed. That's why the pop-up says something like "you're morphed 50%, the doctor can heal 20%". As long as you're just taking rads, the amount of morphs is directly related to your current rads. Even if a doctor could remove the morphs, they would be immediately back because you're still irradiated. Once you get rid of some rads (RadAway, Mutant Hound Chops, decontamination arcs, doctors, ...), you are morphed more than what your current rads would suggest. The bit that you are morphed beyond the current rads is what can be healed by doctors. To do so, talk to any doctor and pick the "take a look at me doc" option. Just before you are prompted what to heal (addiction, hp, rads), the pop-up should appear. If that's not the case, enable debug logging in RMR's MCM, repeat talking to the doctor until the pop-up should appear, then upload the log here. 3 hours ago, Miauzi said: not all doctors can do that. Not true. All vanilla and DLC doctors as well as all other doctors that use the vanilla or DLC doctor scenes can heal morphs.
LenAnderson Posted December 27, 2022 Author Posted December 27, 2022 1 hour ago, sen4mi said: I would like that pointer. (It looks like I am about to have to generate a new character because I cannot start this game with my current save.) Create a quest in CK Attach a script Add a property for the PlayerRef Register for sleep events https://www.creationkit.com/fallout4/index.php?title=OnPlayerSleepStart_-_ScriptObject UnequipAll or UnequipItemSlot to undress the player ActorBase also has SetOutfit and GetOutfit which allows defining and retrieving a regular as well as a sleep outfit for all actors (player as well as NPCs). I believe those outfits can also be set in CK. However, it looks like actually wearing the sleep outfits is not implemented in the game.
sen4mi Posted December 27, 2022 Posted December 27, 2022 4 hours ago, LenAnderson said: Create a quest in CK Attach a script Add a property for the PlayerRef Register for sleep events https://www.creationkit.com/fallout4/index.php?title=OnPlayerSleepStart_-_ScriptObject UnequipAll or UnequipItemSlot to undress the player ActorBase also has SetOutfit and GetOutfit which allows defining and retrieving a regular as well as a sleep outfit for all actors (player as well as NPCs). I believe those outfits can also be set in CK. However, it looks like actually wearing the sleep outfits is not implemented in the game. Yes, though UnequipAll is bad news, and would break the game. And UnequipItemSlot might need some testing to get it right. Anyways, thanks for the orientation. I guess it's just the "minor" work of playtesting and debugging. I probably need to find a fast way of getting into a test game with a custom mod list.
vaultbait Posted December 27, 2022 Posted December 27, 2022 17 hours ago, supercaca said: The script that was troubling this mod was from this mod >>> https://www.nexusmods.com/fallout4/mods/43627 The script in Baka Framework should be compatible, but you need to make sure you're not using an outdated F4SE version with it of course (its requirements list says it needs F4SE 0.6.20 or later). I don't have easy access to my game system at the moment, but can double-check in a few days to see. I'm using Baka Framework it because SPID requires it, and RMR is working fine for me so I know they can be made to cooperate at least. 1
vaultbait Posted December 27, 2022 Posted December 27, 2022 53 minutes ago, sen4mi said: Yes, though UnequipAll is bad news, and would break the game. And UnequipItemSlot might need some testing to get it right. Anyways, thanks for the orientation. I guess it's just the "minor" work of playtesting and debugging. I probably need to find a fast way of getting into a test game with a custom mod list. In a few days I can get you a copy of the exact routine I'm using to selectively remove clothing in several circumstances (including some sleeping situations). It includes soft integration with AAF to check protected equipment keywords and skip removing anything that has them applied.
sen4mi Posted December 27, 2022 Posted December 27, 2022 4 hours ago, vaultbait said: In a few days I can get you a copy of the exact routine I'm using to selectively remove clothing in several circumstances (including some sleeping situations). It includes soft integration with AAF to check protected equipment keywords and skip removing anything that has them applied. Thank you, muchly appreciated.
TheWatcherOfChaos Posted December 28, 2022 Posted December 28, 2022 On 12/24/2022 at 10:44 PM, TheWatcherOfChaos said: The .esp file is deployed and active. In console the quests "LenARM_Main" and "LenARM_Rads_Main" show up but no mention of the API at all I enabled Papyrus and made a Logs folder in my FO4 doc folder, but nothing showed up at all I never got a resolution or response to this at all. I am still facing issues with the Rad Morphs menu breaking when going over the slider name part.
supercaca Posted December 28, 2022 Posted December 28, 2022 14 hours ago, vaultbait said: The script in Baka Framework should be compatible, but you need to make sure you're not using an outdated F4SE version with it of course (its requirements list says it needs F4SE 0.6.20 or later). I don't have easy access to my game system at the moment, but can double-check in a few days to see. I'm using Baka Framework it because SPID requires it, and RMR is working fine for me so I know they can be made to cooperate at least. Yeep its true, I am now playing the game with the baka scripth and RMR works perfectly... I think my case was the dumbest of all, because in reality i didnt really activate the mod... In my case the mod only starts if you press reload MCM settings, and I did that while i was messing arround with the baka script, and turned out it was when i had it ovewritten by the latest F4SE scripts. ANd on to other things, I have here made a nice like DMRA body preset, from old oblivion times... RadMorphingRedux.ini A bbw with waist reduced so it has some sexappeal (dont be a blob) And a skinny rads preset, so you get thin when rads hit you... You need unhealthycraven, special and rads triggers. A FUSION BODY in Zeroed sliders, if you have bodygen active use the mod that resets your sliders to 0 HPO morphing or something like that it is called. And you can try this, there is no unequipping-droping-destroing items in the triggers, I use sttip combat and I think that is sufficient, And absolutly no extreme morphings, believe is for the best.
LenAnderson Posted December 28, 2022 Author Posted December 28, 2022 4 hours ago, TheWatcherOfChaos said: I never got a resolution or response to this at all. I am still facing issues with the Rad Morphs menu breaking when going over the slider name part. Re-read the wiki entry on how to enable logging. Need to see the papyrus log.
TheWatcherOfChaos Posted December 28, 2022 Posted December 28, 2022 10 hours ago, LenAnderson said: Re-read the wiki entry on how to enable logging. Need to see the papyrus log. Managed to get finally get some logs, hoping these help out Papyrus.0.log Papyrus.1.log Papyrus.2.log
LenAnderson Posted December 28, 2022 Author Posted December 28, 2022 3 hours ago, TheWatcherOfChaos said: Managed to get finally get some logs, hoping these help out Papyrus.0.log 60.06 kB · 0 downloads Papyrus.1.log 57.66 kB · 0 downloads Papyrus.2.log 59.01 kB · 0 downloads Yeah, that does help... kinda Lots of missing types, missing references in the savegame... And not just from RMR, also the rads trigger, UC, StartMeUp. Either you have a couple of mods not installed fully / correctly. Or maybe it is something similar to supercaca and something is overwriting ScriptObject.pex.
TheWatcherOfChaos Posted December 28, 2022 Posted December 28, 2022 (edited) 16 minutes ago, LenAnderson said: Yeah, that does help... kinda Lots of missing types, missing references in the savegame... And not just from RMR, also the rads trigger, UC, StartMeUp. Either you have a couple of mods not installed fully / correctly. Or maybe it is something similar to supercaca and something is overwriting ScriptObject.pex. Any suggestions on how to fix the "broken" mods so to speak? Edited December 28, 2022 by TheWatcherOfChaos
LenAnderson Posted December 28, 2022 Author Posted December 28, 2022 7 minutes ago, TheWatcherOfChaos said: Any suggestions on how to fix the "broken" mods so to speak? Try reinstalling them, make sure the esp files are enabled, compare the staging directories / zips with what is actually deployed into FO4's data directory, check conflicts.
TheWatcherOfChaos Posted December 28, 2022 Posted December 28, 2022 11 minutes ago, LenAnderson said: Try reinstalling them, make sure the esp files are enabled, compare the staging directories / zips with what is actually deployed into FO4's data directory, check conflicts. Currently no conflicts are showing up at all and all the mods I want have their esp files active. I mainly use Mod Organizer 2 for most of my mods although I do have some installed manually. For what would be overriding ScriptObject.pex, is there any way to find if a mod is aside from just trial and error?
LenAnderson Posted December 28, 2022 Author Posted December 28, 2022 50 minutes ago, TheWatcherOfChaos said: Currently no conflicts are showing up at all and all the mods I want have their esp files active. I mainly use Mod Organizer 2 for most of my mods although I do have some installed manually. For what would be overriding ScriptObject.pex, is there any way to find if a mod is aside from just trial and error? Not sure how MO2 does it, but since it does the whole virtual folder thing I guess there's something similar to vortex happening. Vortex has a directory where all the unpacked mods are stored. Each mod and each mod's version has their own directory with all the files that are part of the installed version and/or configuration (if a mod offers FOMOD options). From this directory, what gets actually deployed is copied / linked / ... into FO4's data directory. This is where file conflicts start happening and get resolved by rules set in the mod manager, since there cannot be two files with the same name in the same location. I would open that staging directory in File Explorer and search for ScriptObject.pex. In my case, that file exists in both F4SE and BakaFramework. 1
TheWatcherOfChaos Posted December 29, 2022 Posted December 29, 2022 (edited) 2 hours ago, LenAnderson said: Not sure how MO2 does it, but since it does the whole virtual folder thing I guess there's something similar to vortex happening. Vortex has a directory where all the unpacked mods are stored. Each mod and each mod's version has their own directory with all the files that are part of the installed version and/or configuration (if a mod offers FOMOD options). From this directory, what gets actually deployed is copied / linked / ... into FO4's data directory. This is where file conflicts start happening and get resolved by rules set in the mod manager, since there cannot be two files with the same name in the same location. I would open that staging directory in File Explorer and search for ScriptObject.pex. In my case, that file exists in both F4SE and BakaFramework. I have searched my whole computer, oddly enough there is not a single instance of ScriptObject.pex anywhere. Not sure how to fix something like that Edit: Okay I did find them, but for some reason they were in my vortex/NMM manager. Should I just take the .pex file from there and throw it into the corresponding folder for MO2? Edited December 29, 2022 by TheWatcherOfChaos
vaultbait Posted December 29, 2022 Posted December 29, 2022 (edited) On 12/27/2022 at 7:06 PM, sen4mi said: Thank you, muchly appreciated. This is a global function I'm using in an upcoming mod, inspired by the undressing routine in Violate but makes AAF into a soft dependency relationship so that it's not strictly required, and does some other things like avoid certain potentially problematic biped slots and exclude some known items. Feel free to hack it up and reuse it however you like: Spoiler ; Strip anything from the player that isn't protected according to ; AAF (including things flagged by Rogg's No-Strip Items Manager). ; Force exit power armor too. Don't remove nude skin nor Pip-Boy. ; Skip slots for hands/gloves, neck/collar (because so many mods use ; quest collars), rings, scalp, decapitation, slots 0-2, and any ; above 26 since they're often used for special effects. Also skip ; worn cigarettes, because smoking naked is hot. Returns the number ; of items removed (power armor also counts as one), so callers can ; check for >0 if they want to know whether this function had any ; effect. Int Function SafeUndress() global Keyword[] protectedEquipmentKeywords If Game.IsPluginInstalled("AAF.esm") ; soft integration Quest AAF_MainQuest = Game.GetFormFromFile(0x00000F99, "AAF.esm") as Quest ScriptObject AAF_MainQuestScript = AAF_MainQuest.CastAs("AAF:AAF_MainQuestScript") Var ProtectedEquipmentKeywordsPacked = AAF_MainQuestScript.CallFunction("GetProtectedEquipmentKeywords", new var[0]) If (ProtectedEquipmentKeywordsPacked) protectedEquipmentKeywords = Utility.VarToVarArray(ProtectedEquipmentKeywordsPacked) as Keyword[] EndIf EndIf Int DidStrip = 0 ; this will accumulate a count of how many things we stripped Actor Player = Game.GetPlayer() If Player.IsInPowerArmor() Player.SwitchToPowerArmor(None) DidStrip += 1 EndIf Form[] SkipArmors = new Form[0] SkipArmors.Add(None) ; when nothing is worn in a slot SkipArmors.Add(Game.GetFormFromFile(0x00000D64, "Fallout4.esm")) ; SkinNaked SkipArmors.Add(Game.GetFormFromFile(0x00017AD1, "Fallout4.esm")) ; SkinRaider SkipArmors.Add(Game.GetFormFromFile(0x00021B3B, "Fallout4.esm")) ; PipBoy If Game.IsPluginInstalled("LightUp2.0.esp") ; soft integration SkipArmors.Add(Game.GetFormFromFile(0x00000FA7, "LightUp2.0.esp")) ; A_LitCigarette EndIf Int[] SkipSlots = new Int[0] SkipSlots.Add(4) ; left hand SkipSlots.Add(5) ; right hand SkipSlots.Add(20) ; neck/collar SkipSlots.Add(21) ; ring SkipSlots.Add(22) ; scalp SkipSlots.Add(23) ; decapitation Int slot = 3 ; start with the body slot skipping hair/face While (slot < 27) ; slots above 26 are often used for effects Form clothesItem = Player.GetWornItem(slot).Item If SkipSlots.Find(slot) < 0 && SkipArmors.Find(clothesItem) < 0 int i = 0 Bool isValid = True While i < protectedEquipmentKeywords.Length && isValid If clothesItem.HasKeyword(protectedEquipmentKeywords[i]) isValid = False EndIf i += 1 EndWhile If isValid Player.UnequipItemSlot(slot) DidStrip += 1 EndIf EndIf slot += 1 EndWhile Return DidStrip EndFunction Edit, also the Sleep Undress mod I mentioned earlier is here: Spoiler Edited December 29, 2022 by vaultbait
sen4mi Posted December 29, 2022 Posted December 29, 2022 58 minutes ago, vaultbait said: This is a global function I'm using in an upcoming mod, inspired by the undressing routine in Violate but makes AAF into a soft dependency relationship so that it's not strictly required, and does some other things like avoid certain potentially problematic biped slots and exclude some known items. Feel free to hack it up and reuse it however you like... Thank you! (I am amused that you support the player smoking a lit cigarette while sleeping... though I am not familiar with that mod and maybe it deals with sleeping on its own. (Now I am wondering about a mod that gives the player burns...) Anyways, ... I hope to try this out before too long.
vaultbait Posted December 29, 2022 Posted December 29, 2022 5 minutes ago, sen4mi said: (I am amused that you support the player smoking a lit cigarette while sleeping... though I am not familiar with that mod and maybe it deals with sleeping on its own. (Now I am wondering about a mod that gives the player burns...) Probably misleading... I call that function in other places like when the player gets high/drunk and "loses their modesty" so continuing to smoke makes sense in such cases. The smoking mod that wearable cigarette is from removes it when the smoking effect wears off, so if the player wakes up naked they'll generally not still be smoking (but I suppose with a very short nap it might be possible).
TheWatcherOfChaos Posted December 29, 2022 Posted December 29, 2022 (edited) So...good news I was able to get the trigger names part to at least show up and have the UI work correctly by using xEdit to clean up the DLC files. Bad news is that even with the Rads and Unhealthy Cravings triggers in, whenever I try searching for them in the slider sets they simply do not show up (when I click on "Select a Trigger', it does not show Rads or UnhealthyCraving). I have tried loading them before and after Rad Morphing Redux and neither one resolved the issue. I tried looking for the problem in the logs but nothing showed up in there at all. Papyrus.0.log Papyrus.1.log Papyrus.2.log Papyrus.3.log Edited December 29, 2022 by TheWatcherOfChaos
LenAnderson Posted December 29, 2022 Author Posted December 29, 2022 6 hours ago, TheWatcherOfChaos said: So...good news I was able to get the trigger names part to at least show up and have the UI work correctly by using xEdit to clean up the DLC files. Bad news is that even with the Rads and Unhealthy Cravings triggers in, whenever I try searching for them in the slider sets they simply do not show up (when I click on "Select a Trigger', it does not show Rads or UnhealthyCraving). I have tried loading them before and after Rad Morphing Redux and neither one resolved the issue. I tried looking for the problem in the logs but nothing showed up in there at all. Papyrus.0.log 10.12 kB · 1 download Papyrus.1.log 10.84 kB · 1 download Papyrus.2.log 18.6 kB · 0 downloads Papyrus.3.log 36.21 kB · 0 downloads From these logs it looks like at least the RMR side is now working correctly. However, for all logs except the one from 08:50 (log 3) it appears you have RMR disabled through MCM. That is also the only log that shows any sign of the rads trigger. It doesn't seem to get any of the events sent out by RMR though. You could try shutting down and restarting the trigger with the console, maybe that helps. cqf LenARMT_Rads_Main Shutdown >>> close console and wait for a bit cqf LenARMT_Rads_Main Startup Are you testing all this in an ongoing savegame or on a fresh start / a save without any mods? And if it's an ongoing save, does the save you load to test this already have RMR installed or is it a save without RMR? While troubleshooting I would strongly suggest to use a blank save that did not already have any mods, or at the very least without any trace of a broken RMR to ensure that it's not just your savegame that's borked. Maybe try one of the quickstart savegames, e.g., https://www.nexusmods.com/fallout4/mods/70
TheWatcherOfChaos Posted December 29, 2022 Posted December 29, 2022 6 hours ago, LenAnderson said: From these logs it looks like at least the RMR side is now working correctly. However, for all logs except the one from 08:50 (log 3) it appears you have RMR disabled through MCM. That is also the only log that shows any sign of the rads trigger. It doesn't seem to get any of the events sent out by RMR though. You could try shutting down and restarting the trigger with the console, maybe that helps. cqf LenARMT_Rads_Main Shutdown >>> close console and wait for a bit cqf LenARMT_Rads_Main Startup Are you testing all this in an ongoing savegame or on a fresh start / a save without any mods? And if it's an ongoing save, does the save you load to test this already have RMR installed or is it a save without RMR? While troubleshooting I would strongly suggest to use a blank save that did not already have any mods, or at the very least without any trace of a broken RMR to ensure that it's not just your savegame that's borked. Maybe try one of the quickstart savegames, e.g., https://www.nexusmods.com/fallout4/mods/70 Even when I have the mod enabled and the rads trigger set to a slider, there is no morphing done at all even when I use the same morphs that successfully worked with other mods and get my character irradiated. Technically it is an ongoing save but it meant for trying to resolve these issues. And I started it off with RMR installed but disabled
TheWatcherOfChaos Posted December 29, 2022 Posted December 29, 2022 Now I am encountering two new issues. First of all my game is now suddenly not producing logs for whatever reason Second of all sometimes when Rad Morphs resets it will still apply the effects of it (such as Unhealthy Craving preventing you from doing certain things at certain weights) but will not load the visual morphs even after multiple restarts and even save + loading back
LenAnderson Posted December 29, 2022 Author Posted December 29, 2022 33 minutes ago, TheWatcherOfChaos said: First of all my game is now suddenly not producing logs for whatever reason Are you sure? The most recent log file is always called Papyrus.0.log, check the timestamps. 33 minutes ago, TheWatcherOfChaos said: Second of all sometimes when Rad Morphs resets it will still apply the effects of it (such as Unhealthy Craving preventing you from doing certain things at certain weights) but will not load the visual morphs even after multiple restarts and even save + loading back RMR does not apply those effects, UC does.
vaultbait Posted December 29, 2022 Posted December 29, 2022 1 hour ago, TheWatcherOfChaos said: sometimes when Rad Morphs resets it will still apply the effects of it (such as Unhealthy Craving preventing you from doing certain things at certain weights) but will not load the visual morphs even after multiple restarts and even save + loading back UC includes an RMR trigger but all of its effects other than the body morphing are managed entirely independently of RMR. If you want to remove those effects, uninstall UC or turn them off in UC's MCM pages. Alternatively, if you switch to UC 1.0.0 that has no additional features/effects other than the RMR trigger.
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