TheWatcherOfChaos Posted December 29, 2022 Posted December 29, 2022 Managed to find a fix for both. For the first it was going through my .ini files and switching the logging stuff from being in the normal Fallout4 folder (didn't have the Custom.ini file at the time) into its proper container For the second it is a bit annoying but somewhat functional. If you get the visual slider issue, toggle RMR off then back on again. For some reason the automatic restart when you, for instance change some slider setting, can sometimes not load the visual morphs back
vaultbait Posted December 29, 2022 Posted December 29, 2022 48 minutes ago, TheWatcherOfChaos said: For the second it is a bit annoying but somewhat functional. If you get the visual slider issue, toggle RMR off then back on again. For some reason the automatic restart when you, for instance change some slider setting, can sometimes not load the visual morphs back If you look in the logs, I expect they'll show that RMR requested trigger providers to re-register. It's possible UC is registering too quickly, or that the unconditional unregister it does immediately prior to registering is problematic. Do you see this same behavior with other triggers or just UC?
TheWatcherOfChaos Posted December 29, 2022 Posted December 29, 2022 2 hours ago, vaultbait said: If you look in the logs, I expect they'll show that RMR requested trigger providers to re-register. It's possible UC is registering too quickly, or that the unconditional unregister it does immediately prior to registering is problematic. Do you see this same behavior with other triggers or just UC? All the triggers. Attached the log for more info Papyrus.0.log
ChandraArgentis Posted December 29, 2022 Posted December 29, 2022 On 12/5/2022 at 1:53 PM, LenAnderson said: Please enable logging in RMR's MCM settings and upload a papyrus log that includes you taking some rads. It was working for a bit after I uninstalled and reinstalled some mods, but started again after I redid my mods a bit. Now I'm having the opposite problem. I can set RADs as a trigger, but not SPECIAL. I enabled logging, but ... where does it save it to? RadMorphingRedux.ini RMR_Rads.ini config.json settings.ini
LenAnderson Posted December 30, 2022 Author Posted December 30, 2022 12 hours ago, TheWatcherOfChaos said: All the triggers. Attached the log for more info Papyrus.0.log 1.47 MB · 2 downloads Can't see any issues in that log. Rads trigger is behaving fine. Re-registering whenever requested and providing its value. Rads where always at 0 so of course no morphing to see. UC also looks ok. Always re-registered, but there were a couple of instances where you restarted RMR within a couple of seconds of the previous restart finishing, that probably did not give UC enough time to provide the its value. When you left it going for a bit, the value was always sent from UC to RMR. UC uses an in-game timer of 2 minutes to delay sending its value. Depending on what timescale you have set for your game (or with a mod like Dynamic TImescale) it may take 2 real-time minutes of uninterrupted (no menus, no pipboy, no terminals, ...) for the value to be updated. This has already been discussed a couple of posts back. 10 hours ago, ChandraArgentis said: It was working for a bit after I uninstalled and reinstalled some mods, but started again after I redid my mods a bit. Now I'm having the opposite problem. I can set RADs as a trigger, but not SPECIAL. I enabled logging, but ... where does it save it to? RadMorphingRedux.ini 2.25 kB · 0 downloads RMR_Rads.ini 35 B · 0 downloads config.json 262.21 kB · 0 downloads settings.ini 7.23 kB · 0 downloads https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging
ChandraArgentis Posted December 30, 2022 Posted December 30, 2022 5 hours ago, LenAnderson said: https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging That doesn’t answer the question I asked. I also don’t use any creation kit mods.
LenAnderson Posted December 30, 2022 Author Posted December 30, 2022 33 minutes ago, ChandraArgentis said: That doesn’t answer the question I asked. I also don’t use any creation kit mods. Yes it does. The page tells you exactly where papyrus logs are saved (and how to enable papyrus logging if you haven't already). RMR was made with creation kit, same as probably most other mods.
ChandraArgentis Posted December 30, 2022 Posted December 30, 2022 3 hours ago, LenAnderson said: Yes it does. The page tells you exactly where papyrus logs are saved (and how to enable papyrus logging if you haven't already). RMR was made with creation kit, same as probably most other mods. I've checked the directory, and the logs directory doesn't exist, even though I turned on logging in RMR via MCM. What does taking rad damage have to do with it only showing the options for either RADs or SPECIAL, but not both? This seems more like an integration issue.
LenAnderson Posted December 30, 2022 Author Posted December 30, 2022 8 minutes ago, ChandraArgentis said: I've checked the directory, and the logs directory doesn't exist, Then you need to enable logging for Fallout in your ini as described on the linked wiki page. RMR just writes its log into FO4's general script log. If that is disabled, then RMR cannot do anything about that.
vaultbait Posted December 30, 2022 Posted December 30, 2022 5 hours ago, ChandraArgentis said: That doesn’t answer the question I asked. I also don’t use any creation kit mods. You're probably confusing the Fallout 4 Creation Kit (the mod building toolkit) with the Fallout 4 Creation Club (Bethesda's attempt to make money off modding).
supercaca Posted December 31, 2022 Posted December 31, 2022 Stops working randomly when reloading the game and loading the save, without touching anything. Maybe it is becuase my save is fucked up, who knows, what I know is that Im not going to restart again the game. At least i gained pale female cool textures with FG and cridowskin, putted 2k face textures and cridowsking working with the looks menu customization compendium in ba2 and all is in working order so I dont complaing my game now is in top shape.. I am gonna now swith back to Akawaitent bodychage and see what it does now with FG activated. But this is a great mod, and I will follow closely its updates and development.
ChandraArgentis Posted January 2, 2023 Posted January 2, 2023 (edited) On 12/30/2022 at 3:11 AM, LenAnderson said: Can't see any issues in that log. Rads trigger is behaving fine. Re-registering whenever requested and providing its value. Rads where always at 0 so of course no morphing to see. UC also looks ok. Always re-registered, but there were a couple of instances where you restarted RMR within a couple of seconds of the previous restart finishing, that probably did not give UC enough time to provide the its value. When you left it going for a bit, the value was always sent from UC to RMR. https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging Here is the Papyrus log. I've updated to 2.3, but am having the same issue - it still just shows me the "rads" option in the MCM GUI. Papyrus.0.log Edited January 2, 2023 by ChandraArgentis Removing response that was intended for someone else.
vaultbait Posted January 2, 2023 Posted January 2, 2023 3 minutes ago, ChandraArgentis said: Here is the Papyrus log. I've updated to 2.3, but am having the same issue - it still just shows me the "rads" option in the MCM GUI. Papyrus.0.log 116.88 kB · 0 downloads I assume you no longer have UC installed, since I see nothing about it at all in that log (not even errors or stack traces from its scripts).
ChandraArgentis Posted January 2, 2023 Posted January 2, 2023 (edited) 1 hour ago, vaultbait said: I assume you no longer have UC installed, since I see nothing about it at all in that log (not even errors or stack traces from its scripts). Whatever UC it, it is from someone else's question and is unrelated to my issue. Edited January 2, 2023 by ChandraArgentis
vaultbait Posted January 2, 2023 Posted January 2, 2023 20 minutes ago, ChandraArgentis said: Whatever UC it, it is from someone else's question and is unrelated to my issue. Yep, nevermind. The post you had replied to with your log was itself a reply to two different people but you hadn't trimmed the quote of the response to the other person who wasn't you, and the message board drops the older quotes in replies so it wasn't apparent that was answers to two separate people only one of whom was you. Apologies!
LenAnderson Posted January 2, 2023 Author Posted January 2, 2023 2 hours ago, ChandraArgentis said: Here is the Papyrus log. I've updated to 2.3, but am having the same issue - it still just shows me the "rads" option in the MCM GUI. Papyrus.0.log 116.88 kB · 1 download There's no sign of the SPECIAL trigger in the log. Try the following in the console. help LenARM 4 QUST That will show all quests related to RMR that I have created (RMR itself, and all my triggers). One of them should be LenARMT_SPECIAL (or similar, I'm going off memory). If it's there, have a look at its quest variables. sqv LenARMT_SPECIAL Should show some info on the trigger's quest if it exists. Especially IsRegistered, RMR, and RmrIsRunning are of interest. If the quest is found but the values are not True / LenARM_Main / True. Restarting the trigger may help. cqf LenARMT_SPECIAL Shutdown exit console and wait for a bit cqf LenARMT_SPECIAL Startup
ChandraArgentis Posted January 3, 2023 Posted January 3, 2023 On 1/2/2023 at 2:54 PM, LenAnderson said: There's no sign of the SPECIAL trigger in the log. Try the following in the console. help LenARM 4 QUST That will show all quests related to RMR that I have created (RMR itself, and all my triggers). One of them should be LenARMT_SPECIAL (or similar, I'm going off memory). If it's there, have a look at its quest variables. sqv LenARMT_SPECIAL Should show some info on the trigger's quest if it exists. Especially IsRegistered, RMR, and RmrIsRunning are of interest. If the quest is found but the values are not True / LenARM_Main / True. Restarting the trigger may help. cqf LenARMT_SPECIAL Shutdown exit console and wait for a bit cqf LenARMT_SPECIAL Startup I'll try that. Given that I've now encountered this bug both ways (first with SPECIAL but not RAD, then with RAD but not SPECIAL), I suspect that the main mod isn't integrating properly. Both RAD and SPECIAL show up in MCM, so I know they're loading. Think you could put an integration checkmark into the Debug menu so we can toggle the integration off/on without resorting to a support request?
ChandraArgentis Posted January 3, 2023 Posted January 3, 2023 (edited) On 1/2/2023 at 2:54 PM, LenAnderson said: There's no sign of the SPECIAL trigger in the log. Try the following in the console. help LenARM 4 QUST That will show all quests related to RMR that I have created (RMR itself, and all my triggers). One of them should be LenARMT_SPECIAL (or similar, I'm going off memory). If it's there, have a look at its quest variables. sqv LenARMT_SPECIAL Should show some info on the trigger's quest if it exists. Especially IsRegistered, RMR, and RmrIsRunning are of interest. If the quest is found but the values are not True / LenARM_Main / True. Restarting the trigger may help. cqf LenARMT_SPECIAL Shutdown exit console and wait for a bit cqf LenARMT_SPECIAL Startup help LenARM 4 QUST returns: sqv lenarmt_special returns: After restarting using the shutdown and startup command, it began to work again. Edited January 3, 2023 by ChandraArgentis
LenAnderson Posted January 4, 2023 Author Posted January 4, 2023 8 hours ago, ChandraArgentis said: I'll try that. Given that I've now encountered this bug both ways (first with SPECIAL but not RAD, then with RAD but not SPECIAL), I suspect that the main mod isn't integrating properly. Both RAD and SPECIAL show up in MCM, so I know they're loading. Think you could put an integration checkmark into the Debug menu so we can toggle the integration off/on without resorting to a support request? 6 hours ago, ChandraArgentis said: help LenARM 4 QUST returns: sqv lenarmt_special returns: After restarting using the shutdown and startup command, it began to work again. Good to know that you got it working. I'm trying to understand how that could have even happened. Was this a savegame that did not have RMR or any of the triggers installed previously? But even then, if there was a timing issue with RMR not having fully started before the trigger, at least the RMR variable of the trigger quest would have been set. And the trigger would have retried after every reload... However, this looks like the trigger quest never properly started up at all. When you typed sqv into the console, what did it say in the Quest State section? Did it say that the quest was both enabled (Enabled? Yes) and running (State: Running)? As for integration checks, those would have to be done by the triggers themselves. RMR is completely oblivious to the existence of any triggers. It receives their names, but providing those is the trigger's responsibility and their sole purpose is to show those names to the user in MCM. And seeing the MCM is unfortunately not a sign that the related mod is properly running, active, or that it is even installed. It only means that the MCM configuration files (that tell MCM what to display) are present.
ChandraArgentis Posted January 4, 2023 Posted January 4, 2023 8 hours ago, LenAnderson said: Good to know that you got it working. I'm trying to understand how that could have even happened. Was this a savegame that did not have RMR or any of the triggers installed previously? But even then, if there was a timing issue with RMR not having fully started before the trigger, at least the RMR variable of the trigger quest would have been set. And the trigger would have retried after every reload... However, this looks like the trigger quest never properly started up at all. When you typed sqv into the console, what did it say in the Quest State section? Did it say that the quest was both enabled (Enabled? Yes) and running (State: Running)? As for integration checks, those would have to be done by the triggers themselves. RMR is completely oblivious to the existence of any triggers. It receives their names, but providing those is the trigger's responsibility and their sole purpose is to show those names to the user in MCM. And seeing the MCM is unfortunately not a sign that the related mod is properly running, active, or that it is even installed. It only means that the MCM configuration files (that tell MCM what to display) are present. I didn’t check that part of sqv. I had the same issue with both a brand new start and an existing save. If I can check if it is working myself, can’t the mod use a variation of these commands itself on load?
LenAnderson Posted January 4, 2023 Author Posted January 4, 2023 33 minutes ago, ChandraArgentis said: I didn’t check that part of sqv. I had the same issue with both a brand new start and an existing save. If I can check if it is working myself, can’t the mod use a variation of these commands itself on load? It does, which is why I'm surprised it managed to get to the stage you experienced. And I suspect that the quest was not running at all. When first installed (i.e. when the quest that the scripts are attached to starts), the trigger checks if RMR is installed (esp and script object exists). If RMR does exist, the trigger starts listening to startup / shutdown events from RMR (events are handled by the engine, RMR is unaware of who is listening and just broadcasts its events), as well as events from RMR asking to re-register the trigger. If RMR does not exists, the trigger stops, but retries every time the save is loaded. What also happens every time the save is loaded, is that the trigger checks its own version number and basically restarts itself when an update is detected. During this version check, the current version is written into the Version variable you've seen in the sqv output (to have something to compare the current version against on the next load). The fact that this variable was still empty, and there was no attempt to check if RMR exists (positive as well as negative outcome of that check would have been written to the log file) means that most likely none of the trigger-related code was ever run. The only explanation I can think of right now is that either the quest was never started, or when the trigger was initially installed and the quest started, the script files were missing (i.e., messed up mod install) and the trigger was never able to register itself for the load savegame event. In either case, the problem is a messy game / save and there's not a lot the mod can do about that if its scripts where never triggered in the first place. It would be quite interesting to see the papyrus log of the moment that lead to that state in your game, but I fear that one would be already overwritten.
Hex Memeniac Posted January 6, 2023 Posted January 6, 2023 (edited) do you plan to add optionnal gameplay effect? like possibility to get Slower overall (Set 2D2 'value') to simulate the Mass Gain,Muscle,Fat,or Giant boobies Another One could be character Scale : If you want to play a giant Char or Nano one Edited January 6, 2023 by Hex Memeniac
vaultbait Posted January 7, 2023 Posted January 7, 2023 4 hours ago, Hex Memeniac said: do you plan to add optionnal gameplay effect? like possibility to get Slower overall (Set 2D2 'value') to simulate the Mass Gain,Muscle,Fat,or Giant boobies These can also be implemented in the trigger mods themselves. For example, Unhealthy Craving inhibits sprinting, running, jumping and similar sorts of activities at different stages of progression corresponding to the morph strength it reports into RMR.
zen12490 Posted January 7, 2023 Posted January 7, 2023 (edited) so i cant get it to work not sure why how do i use papyrus ive cheeked everything and it should be working fine but nothing Edited January 7, 2023 by zen12490
Hex Memeniac Posted January 7, 2023 Posted January 7, 2023 (edited) 17 hours ago, vaultbait said: These can also be implemented in the trigger mods themselves. For example, Unhealthy Craving inhibits sprinting, running, jumping and similar sorts of activities at different stages of progression corresponding to the morph strength it reports into RMR. my modding skill are very limited, but if i could i would have done something similar to fallout76 mutation, but in kinky/cartoon way -skin tone change to green as you get radiated (Hulk) -Size increase -Jump height -Walk/sprint/run Speed +/- -Voice pitch -Super power like melee knocking enemy far away (There is mod ressource on nexus Actor velocity) -Foot Step sound (Behemoth) to simulate to Heavy size/mass there is lot fun stuff do yet i suck at coding Edited January 7, 2023 by Hex Memeniac
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