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Posted
15 minutes ago, LenAnderson said:

 

I'm also using Elzee's Cough alongside RMR. No issues. Don't see how the load order should matter since there are no conflicts between the two plugin files (check for yourself in FO4Edit). RMR doesn't touch any records except its own anyways.

 

What do the logs look like when RMR stops working?

That’s odd because as soon as I enable it in vortex rad morph stops I don’t get any effects from it but cough works or the opposite rad works and cough doesn’t how strange

Posted
59 minutes ago, zen12490 said:

That’s odd because as soon as I enable it in vortex rad morph stops I don’t get any effects from it but cough works or the opposite rad works and cough doesn’t how strange

 

How many active (non-ESL-flagged) plugins do you have? Maybe you're right at the 254 plugin limit?

Posted
5 hours ago, vaultbait said:

 

How many active (non-ESL-flagged) plugins do you have? Maybe you're right at the 254 plugin limit?

How do check that also I only have like 189 mods 

39 are armours or clothing, body and faces and those are esl?

Posted
8 minutes ago, zen12490 said:

How do check that also I only have like 189 mods 

39 are armours or clothing, body and faces and those are esl?

 

If you're using Vortex, it will tell you in the top-right corner of the plugins view. If you're using a different mod manager, then it probably has some way to show it you'll just have to look or read the documentation.

 

But anyway, with only 189 mods you're probably not over (unless you have a bunch of mods with multiple non-ESL plugins), so the issue likely lies elsewhere.

Posted
15 minutes ago, vaultbait said:

 

If you're using Vortex, it will tell you in the top-right corner of the plugins view. If you're using a different mod manager, then it probably has some way to show it you'll just have to look or read the documentation.

 

But anyway, with only 189 mods you're probably not over (unless you have a bunch of mods with multiple non-ESL plugins), so the issue likely lies elsewhere.

Active 137 light 22

that thing?

Posted

I think if we can morph by armor keyword, this mod can be solution of  the problem about compatibility between big breast and tactical gears like plate carrier.

Posted
11 hours ago, zen12490 said:

Active 137 light 22

that thing?

 

Yes, you're well below the active plugins limit, so at least that cause is ruled out.

Posted (edited)
12 minutes ago, vaultbait said:

 

Yes, you're well below the active plugins limit, so at least that cause is ruled out.

Is there any conflicts with other mods they may share slim chance I know but possible 

 

also your profile pic is that a mod for the slooty bobble heads? Haven’t seen that option 

Edited by zen12490
Posted
1 hour ago, zen12490 said:

Is there any conflicts with other mods they may share slim chance I know but possible 

 

None I'm aware of, but Cough registers for a lot of Papyrus events for various things so if you've got something interfering with that or a lot of script lag or something, I could see it causing problems. First place I'd look to diagnose it is your Papyrus log.

 

1 hour ago, zen12490 said:

also your profile pic is that a mod for the slooty bobble heads? Haven’t seen that option 

 

Nah, I was working on some different ideas for Unhealthy Craving and mocked that up in Outfit Studio by deforming a mesh from the classic Vault Girl bobbleheads mod with an edit to one of the alternative nude textures to update the text on the base, and imported some vanilla game object meshes for the snack cakes and cola scaling/positioning them appropriately. It was a total hackjob, so I decided to just make myself an avatar from it instead.

Posted
8 minutes ago, vaultbait said:

 

None I'm aware of, but Cough registers for a lot of Papyrus events for various things so if you've got something interfering with that or a lot of script lag or something, I could see it causing problems. First place I'd look to diagnose it is your Papyrus log.

So how do I use it won’t open like I don’t have the right file open app or something 

Posted
20 minutes ago, zen12490 said:

So how do I use it won’t open like I don’t have the right file open app or something 

 

It's plain text, you can associate a text editor like Notepad or even probably a web browser with that file extension.

Posted
4 minutes ago, zen12490 said:

So should I enable the cough mod then run game let it run for a minute then grab it?

 

Yes, play the game for a few minutes with both Cough and RMR enabled, doing things which should trigger coughing and things which should make RMR morph your body, then exit the game and look in the log for obvious errors (be forewarned, it's possible your log is HUGE because of errors in other mods or mods you've removed mid-playthrough).

 

Also, before going much farther down this hole... you've tested them together on a new playthrough or from a previously unmodded save, right? You definitely want to rule out the possibility that there's something wrong with the save you're using.

Posted
41 minutes ago, vaultbait said:

 

Yes, play the game for a few minutes with both Cough and RMR enabled, doing things which should trigger coughing and things which should make RMR morph your body, then exit the game and look in the log for obvious errors (be forewarned, it's possible your log is HUGE because of errors in other mods or mods you've removed mid-playthrough).

 

Also, before going much farther down this hole... you've tested them together on a new playthrough or from a previously unmodded save, right? You definitely want to rule out the possibility that there's something wrong with the save you're using.

I’ll try on a new one really quick 

Posted
29 minutes ago, zen12490 said:

this is what happens with rad morph for me

 

And you have an RMR trigger mod installed and enabled, presumably? If so, the Papyrus log is your best bet for finding whatever error is occurring in your setup.

Posted (edited)
18 hours ago, vaultbait said:

 

And you have an RMR trigger mod installed and enabled, presumably? If so, the Papyrus log is your best bet for finding whatever error is occurring in your setup.

but i don’t know how to use it im not a coder nor do i know much if anything at all

but im a good learner just tell me what to look for and were to start

 

 

and rmr triggers i have 

rads obviously best one

SPECIAL

unhealthy 

Edited by zen12490
Posted (edited)
Quote

 

 Size

    Target size increase
    How much the slider will change when the trigger value reaches its maximum.
    These are absolute percentage points, not percentage of the current slider value. If the slider on your unmorphed body is at 50% and target size increase is set to 100% the slider will end up at 150% when fully morphed. When set to -100% it will end up at -50% when fully morphed.
    Lower threshold
    Percentage of the trigger value at which morphing should start. While the trigger value is lower than this, no morphs will be applied.
    Upper threshold
    Percentage of the trigger value at which morphing should end. While the trigger value is higher than this, full morphs will be applied.

 

 

I've been playing with values and doing some science, and I've discovered a few issues with trying to get morphs to behave right.

As mentioned before, I'd like to be able to either:

A: have rad morphing kick in once the player or NPC hit X amount of rads.

or B. when the rad dosage reaches a certain rate.

Since this doesn't seem to be possible, I'd like to recommend some changes in order for users to have better control over trigger values and inputs.

 

Slider Starting Zero: The lowest value of the slider.
Slider Ending Maximum: The Maximum morph value of the slider. Can be Negative to support inverted values.

Input Starting Zero: The lowest possible input value. Requires knowing the input range.

Input Starting Value: The Maximum input range. This value will convert to the maximum slider morph.

 

Another example:

SPECIAL stats in the game can be very inflated due to the combination of NPC stats and NPC classes adding to those values. Nora, Ivy, and others will commonly get blown up in size just for joining, since their combined stats are far above what the player can normally achieve. As far as I know, it's not possible to define the boundaries between 1-20 Strength and slider values between a-start and b-end. (Especially if some of those sliders are inverted!)

 

This makes controlling some morphs to scale to particular bounded values in game very hard, if not impossible.

Edited by DarkSinfulMage
Posted
On 1/21/2023 at 7:29 PM, zen12490 said:

but i don’t know how to use it im not a coder nor do i know much if anything at all

 

Upload your log here, just like others have done.

 

 

 

10 hours ago, DarkSinfulMage said:

Slider Starting Zero: The lowest value of the slider.

Slider as in LooksMenu / BodySlide? The lowest RMR-caused morph value is 0, i.e. no change from whatever you have set in LooksMenu. If you want your body to look different before RMR does any morphing, change the sliders directly in LooksMenu.

 

10 hours ago, DarkSinfulMage said:

Slider Ending Maximum: The Maximum morph value of the slider. Can be Negative to support inverted values.

Max morph value is already an RMR setting which can also take negative values: Target size increase.

 

10 hours ago, DarkSinfulMage said:

Input Starting Zero: The lowest possible input value. Requires knowing the input range.

The lowest possible input value (value that a trigger can provide) is 0. All triggers provide their values as percentages between 0% and 100%.

 

10 hours ago, DarkSinfulMage said:

Input Starting Value: The Maximum input range. This value will convert to the maximum slider morph.

Max morph is reached when the trigger value gets to (or above) Upper threshold.

 

10 hours ago, DarkSinfulMage said:

SPECIAL stats in the game can be very inflated due to the combination of NPC stats and NPC classes adding to those values. Nora, Ivy, and others will commonly get blown up in size just for joining, since their combined stats are far above what the player can normally achieve.

If you're using my SPECIAL trigger, your companion's stats have no impact on RMR since that trigger only reports the player's stats. That trigger also currently also operates on the range of 1-10. With 10 being 100% = full morph. Everything above 10 is just 100%. It's on my todo list to extend that range to support perks / buffs / ... that can increase the player's SPECIAL above 10.

 

10 hours ago, DarkSinfulMage said:

As far as I know, it's not possible to define the boundaries between 1-20 Strength and slider values between a-start and b-end. (Especially if some of those sliders are inverted!)

Triggers report their value as 0-100%. Slider values (=LooksMenu sliders) are set to values between 0 and Target size increase. Morphing starts at Lower threshold and ends (=full morph) at Upper threshold.

If you enable Invert trigger for a slider set, whatever value x the trigger reports is simply treated as 100% - x instead. Everything else works the same.

Posted

Thanks for explaining!

 

Can you add those explanations to the OP/doc and Helper? Makes it more clear, since morphing is complicated.

 

I usually have everything set to do both player and companion, but I have a 1 STR character and a 10+ strength companion, and thus they max out the slider immediately upon hire. Trying to solve that could require more functionality, I guess.

 

Ideally, I'd love to see something be able to present NPCs according to their current status, but that would be quite a big demand, but so so worth it.

Posted
19 minutes ago, DarkSinfulMage said:

I usually have everything set to do both player and companion, but I have a 1 STR character and a 10+ strength companion, and thus they max out the slider immediately upon hire.

Again: The SPECIAL trigger does not read your companion's stats.

The only trigger that acts on companions is the cleavage trigger.

  • 2 weeks later...
Posted (edited)

Wellp, last time I posted an idea here, it was developed and released (RMR Cleavage), so lets see what happens this time!

Lurking around on discord, I came across a conversation about trying to make an armor breakage system with an f4se plugin called "Hitspell" from tullius channel.  From what I understand about hitspell, it allows you to configure (via .inis) any spells to be applied on hit, based on who or what the attacker was, what the projectile was, who the target is, and what body part was hit. The biggest advantage of Hitspell though is that it does NOT use the normal onHit function (if thats what it's called), so it doesn't have all the compatability issues mods like Combat Strip Light have.  It should also perform far better. I immediately thought back to my idea for using RMR as a base for a "better" combat strip mod. 

My first thought was to make a few spells that just increment globals that reset themselves (maybe?) and tie the RMR trigger to those.  Like stripslot1, stripslot2, stripslot3, etc. You could have a locational-damage-based, better perforrming, infinitely more customizable version of combat strip light, without all the script lag, bugs, and incompatibility with VAFS Redux, Better Locational Damage, MAIM, (or any other scripted onHit effects) Etc.  

Example:  If you wanted shotguns to have a 10% chance of stripping/destroying leg armor, when shot in the leg:
1. Make a spell that increments a global unique to that spell when it is applied
2. configure hitspell's ini so that shotgun projectiles have a 10% chance to apply the spell when hit in the leg (seperate left and right is possible)

3. Set up RMR to trigger tied to that global, WITHOUT any morphs defined, but with strip/destroy enabled
4. Get shot in the leg with a shotgun

You'd also need a way to reset the global, maybe just reset it every time you equip or unequip an item, or maybe just put it on a timer, as long as RMR has time to register the trigger (if that's how it works, I don't remember ATM).  

Anyway, don't consider this a request.  I'd make it myself, but I have way too much on my plate as is and it's unlikely I ever go through with it.  So If anyone wants to take this idea and run with it, feel free,

Note:  Hitspell is not in english.  HitSpell - Spell applied on hit v0.2 - General Breaking News (arca.live).  Source code is on github too, for what its worth.
Note 2:  I have not personally tested hitspell and don't have any idea if it even works... but it does in the video on the page, so I'm assuming it does :P


edit:  This is a very rough idea and its quite possible there is a much better way to do that...  It might deserve to be a standalone mod, but I like the idea of having less scripted mods running at once, so tying into RMR seems like a good idea to me at least /shrug

 

Edited by sullysam
Posted (edited)

Having the same problem as zen after following the steps and installing prereqs listed on the main page. Doesnt seem to be a problem on my end if I have the same exact problem.

 

The trigger values are unselectable and blank, I have both rads and special stats installed after Rad Morphin in MO2. MCM, F4SE, SUP F4SE, and looksmenu are installed properly and up to date.

 

EDIT: Managed to force the trigger and below sections to display by resetting the mod in the first page, but it is unable to detect the trigger addons.

EDIT2: relaunched fo4 and it went back to the bugged display and i had to reset it once again. The trigger mods also notified me that they were already added, so rads trigger notified me rads trigger was already within the game?

 

There seems to be an incompatibility of somesort

Edited by ThetHawk
Posted
7 hours ago, ThetHawk said:

Having the same problem as zen after following the steps and installing prereqs listed on the main page. Doesnt seem to be a problem on my end if I have the same exact problem.

 

The trigger values are unselectable and blank, I have both rads and special stats installed after Rad Morphin in MO2. MCM, F4SE, SUP F4SE, and looksmenu are installed properly and up to date.

 

EDIT: Managed to force the trigger and below sections to display by resetting the mod in the first page, but it is unable to detect the trigger addons.

EDIT2: relaunched fo4 and it went back to the bugged display and i had to reset it once again. The trigger mods also notified me that they were already added, so rads trigger notified me rads trigger was already within the game?

 

There seems to be an incompatibility of somesort

 

Upload papyrus and MCM logs.

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