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Posted
10 hours ago, Kazzy_Chan said:

Do you really need all the DLC's for this to work? 

 

LenA_RadMorphing.esp has the following masters:

  • Fallout4.esm
  • DLCCoast.esm
  • DLCNukaWorld.esm

So you could probably get by with just Far Harbor and Nuka World.

Posted

Sorry for the question but, the mod is not working in my game. There's always the error code "rmr trigger api was not found" on all the triggers and if i can't set a trigger in the slides. I am Using the newest Version of F4SE and MCM. 

 

Posted (edited)
On 2/7/2023 at 4:19 PM, 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

 

RMRHelper seems to be causing the issue.  At least that was my cause.  Installed both RMR and the RADS Trigger, and without using RMRHelper, everything worked fine, no bugged displays.  After using RMRHelper 1.6.1 it caused the bugged display.  Managed to get everything back to normal by the following:

 

1. Reinstalling trigger {again, i'm using RADS here}

2. Going into MCM/Settings/RadMorphingRedux.ini and moving lines around to match RMR's layout in MCM (possibly not necessary)

2. Following LenAnderson's cqf and sqv commands

3. Saving and loading, the trigger sticks

 

They seem to stick, until RMR reloads.  Upon reload either manual or detected changes, the triggers revert back to being "select a trigger".  Using cqf and restarting the trigger mod seems to fix that.  For a play through where you aren't changing any of the values it wouldn't/shouldn't cause an issue.  Any time you tweak values outside of game, i see this as being an issue.

 

Required mods being used and versions:
RadMorphingRedux 2.4.0

RMR Trigger Rads 1.0.0

MCM:  1.39

F4SE: 0.6.23

SUP F4SE: 9.25

 

Errors Given: Base types do not match

 

EDIT: Was working on this the past couple days because I had the same issue, but editing the values without using RMRHelper, didn't seem to cause the issue.  This worked for me, don'w know if it will work for anyone else.

Edited by Zeevian
Posted
On 2/9/2023 at 4:10 AM, Kazzy_Chan said:

Do you really need all the DLC's for this to work? 

As vaultbait said, the two story DLCs are masters and explicitly referenced in RMR. You may possibly get by without the other DLCs, but I never tested the mod without all DLCs installed. So no guarantees that it works as intended without all DLCs.

 

 

 

10 hours ago, MrYeet25 said:

Sorry for the question but, the mod is not working in my game. There's always the error code "rmr trigger api was not found" on all the triggers and if i can't set a trigger in the slides. I am Using the newest Version of F4SE and MCM. 

 

 

RMR API not found means that RMR is not properly loaded. I suppose either the esp is not loaded or the scripts could not be attached (missing dependencies?). This would also cause the MCM to be buggy as it has references to the scripts.

Check your logs (papyrus, MCM) or upload them here.

Also make sure the plugin is actually loaded in game.

 

 

 

 

7 hours ago, Zeevian said:

 

RMRHelper seems to be causing the issue.  At least that was my cause.  Installed both RMR and the RADS Trigger, and without using RMRHelper, everything worked fine, no bugged displays.  After using RMRHelper 1.6.1 it caused the bugged display.  Managed to get everything back to normal by the following:

 

1. Reinstalling trigger {again, i'm using RADS here}

2. Going into MCM/Settings/RadMorphingRedux.ini and moving lines around to match RMR's layout in MCM (possibly not necessary)

2. Following LenAnderson's cqf and sqv commands

3. Saving and loading, the trigger sticks

 

They seem to stick, until RMR reloads.  Upon reload either manual or detected changes, the triggers revert back to being "select a trigger".  Using cqf and restarting the trigger mod seems to fix that.  For a play through where you aren't changing any of the values it wouldn't/shouldn't cause an issue.  Any time you tweak values outside of game, i see this as being an issue.

 

Required mods being used and versions:
RadMorphingRedux 2.4.0

RMR Trigger Rads 1.0.0

MCM:  1.39

F4SE: 0.6.23

SUP F4SE: 9.25

 

Errors Given: Base types do not match

 

EDIT: Was working on this the past couple days because I had the same issue, but editing the values without using RMRHelper, didn't seem to cause the issue.  This worked for me, don'w know if it will work for anyone else.

 

Interesting. I hadn't come across anything like this before. Could you upload a log with this error and the MCM ini that causes it?

Posted
6 hours ago, LenAnderson said:

Interesting. I hadn't come across anything like this before. Could you upload a log with this error and the MCM ini that causes it?

It happened again today loading up for the first time.  Unfortunately it looked fixed for me last night when I made the post.  Meaning what I initially thought was wrong.  Did find however the Equipped Items is completely broken.  I see the header and description, nothing, and if I scroll down a bit, refresh pops up.  I can click on the blank sections where the apparel would show.  Doing so, however, freezes the game completely and have to close the game.

 

Papyrus.0.log

 

Log is from that instance.

Posted
42 minutes ago, Zeevian said:

It happened again today loading up for the first time.  Unfortunately it looked fixed for me last night when I made the post.  Meaning what I initially thought was wrong.  Did find however the Equipped Items is completely broken.  I see the header and description, nothing, and if I scroll down a bit, refresh pops up.  I can click on the blank sections where the apparel would show.  Doing so, however, freezes the game completely and have to close the game.

 

Papyrus.0.log 32.94 kB · 0 downloads

 

Log is from that instance.

 

There is no indication in the log file, that RMR is even installed or running. Just errors that indicate that it has previously been installed, showing that variables / properties from the savegame cannot be assigned because their types no longer exist.

If RMR was running at all you'd at the very least see log lines saying that RMR was notified about a save being loaded, leading to a version check and ini check. 

 

Both the MCM behavior and the log look like the plugin is not loaded or maybe the script files are missing. The MCM log should also complain about the missing plugin when it tries to load the trigger list or the companion list (for the equipment).

You should have seven .pex files in .../Data/Scripts/LenARM/, you should find LenA_RadMorphing.esp in the Data folder, *LenA_RadMorphing.esp (with the asterisk before its name) should show up in your plugins.txt. Also make sure that the esp is actually the correct file and not a leftover from an older version.

In game with the console you should find relevant the main quest with help lenarm 4 qust and see its properties and attached scripts with sqv lenarm_main.

Posted
8 hours ago, LenAnderson said:

As vaultbait said, the two story DLCs are masters and explicitly referenced in RMR. You may possibly get by without the other DLCs, but I never tested the mod without all DLCs installed. So no guarantees that it works as intended without all DLCs.

 

 

 

 

RMR API not found means that RMR is not properly loaded. I suppose either the esp is not loaded or the scripts could not be attached (missing dependencies?). This would also cause the MCM to be buggy as it has references to the scripts.

Check your logs (papyrus, MCM) or upload them here.

Also make sure the plugin is actually loaded in game.

 

 

 

 

 

Interesting. I hadn't come across anything like this before. Could you upload a log with this error and the MCM ini that causes it?

I actually the original rad morphing instead. It works without any DLC. 

Posted
2 hours ago, LenAnderson said:

 

There is no indication in the log file, that RMR is even installed or running. Just errors that indicate that it has previously been installed, showing that variables / properties from the savegame cannot be assigned because their types no longer exist.

If RMR was running at all you'd at the very least see log lines saying that RMR was notified about a save being loaded, leading to a version check and ini check. 

 

Both the MCM behavior and the log look like the plugin is not loaded or maybe the script files are missing. The MCM log should also complain about the missing plugin when it tries to load the trigger list or the companion list (for the equipment).

You should have seven .pex files in .../Data/Scripts/LenARM/, you should find LenA_RadMorphing.esp in the Data folder, *LenA_RadMorphing.esp (with the asterisk before its name) should show up in your plugins.txt. Also make sure that the esp is actually the correct file and not a leftover from an older version.

In game with the console you should find relevant the main quest with help lenarm 4 qust and see its properties and attached scripts with sqv lenarm_main.

 

That's just the thing, everything is there, and up to date.  That's what is so confusing as to why it doesn't register.  Even checking in game to see if it is showing as enabled and running.  Showing available trigger as "Rads"

 

RMRFix1.png

Papyrus.0.log

Posted

After messing with this for quite awhile, and then failing again after upgrading to the latest version, I was able to get it working again.

 

My question though, has to do with RMR Helper. I don't have FO4 installed in the default location. I have my Steam games installing to a secondary SSD. RMR loads up fine, and locates my RMR ini file to pull my slider settings, but I can't seem to get Bodyslide to load. Does it only look for Bodyslide in the default C:\\Program Files (x86)... location?

 

The very last line of the Rmrhelper_log.log file says:  WARN BodySlide window not found.      

Posted
On 2/11/2023 at 8:37 PM, Zeevian said:

 

That's just the thing, everything is there, and up to date.  That's what is so confusing as to why it doesn't register.  Even checking in game to see if it is showing as enabled and running.  Showing available trigger as "Rads"

 

Papyrus.0.log 35.58 kB · 2 downloads

 

Then I'm stumped. Especially with the intermittent working/not working... do you witness the same behavior in a new game? Maybe the savegame is just borked.

 

 

 

2 hours ago, Phoenix46 said:

After messing with this for quite awhile, and then failing again after upgrading to the latest version, I was able to get it working again.

 

My question though, has to do with RMR Helper. I don't have FO4 installed in the default location. I have my Steam games installing to a secondary SSD. RMR loads up fine, and locates my RMR ini file to pull my slider settings, but I can't seem to get Bodyslide to load. Does it only look for Bodyslide in the default C:\\Program Files (x86)... location?

 

The very last line of the Rmrhelper_log.log file says:  WARN BodySlide window not found.      

 

Where FO4 is installed should not matter (I also have it on a secondary drive) as RMR Helper looks for the files relative to its own location. RMR Helper and BodySlide should be in .../Data/Tools/RmrHelper/ and .../Data/Tools/BodySlide/ respectively. From what I understand MO2 with its virtual directories makes things a little more tricky but I cannot help with that, I never used MO2.

 

The warning you see in the log means that BodySlide's window couldn't be found (not the executable and its related files). BodySlide must be launched for the helper to find the window.

Posted
18 hours ago, LenAnderson said:

 

Then I'm stumped. Especially with the intermittent working/not working... do you witness the same behavior in a new game? Maybe the savegame is just borked.

 This was on a new game after i uninstalled and redid my mod list.  Uninstalling everything from game to mods.  New game/Save game didn't matter.  Only checked it after sleeping as that's how I have the trigger set and noticed no changes.

Posted

Was wondering if this could be used to add sex attributes cumflation for males (since its not somthing the mod will support), would that be possible?

Posted
12 minutes ago, Nivea said:

Was wondering if this could be used to add sex attributes cumflation for males (since its not somthing the mod will support), would that be possible?

 

Theoretically yes, you could script a trigger which listens for OnAnimationStop events from AAF indicating the player as a participant, and then increments the value reported to RMR (you could even scale it by the number of male participants, or different amounts for different creature races). You'd also want a gametimer which periodically decreases the value over time. It wouldn't be a complicated trigger to develop copying from the available examples, but just to be clear I'm not volunteering (my dance card is full enough already).

Posted (edited)

Another thing I just noticed was the reload mcm settings not working

 

Edit: Downgrading to 2.2.1 has saved between saves multiple times

 

Edited by Zeevian
Posted (edited)
1 hour ago, Zeevian said:

 

Everything needed, outside of AAF is installed.  It works with 2.2.1 but nothing newer.

 

did add some AAF integration in 2.3, but that should not really matter. And from the log you've uploaded it looks like you don't have devious devices either, right? That integration is done the same way and has been in there for much longer, it's certainly there in 2.2.1.

And even if that did cause any problems, I don't see how it would break all the other types as well.

 

EDIT: Just disabled AAF and loaded a game, then saved and loaded that one. Only the expected warnings in the log about AAF related types missing. But RMR is working fine.

Edited by LenAnderson
Posted
7 hours ago, LenAnderson said:

 

did add some AAF integration in 2.3, but that should not really matter. And from the log you've uploaded it looks like you don't have devious devices either, right? That integration is done the same way and has been in there for much longer, it's certainly there in 2.2.1.

And even if that did cause any problems, I don't see how it would break all the other types as well.

 

EDIT: Just disabled AAF and loaded a game, then saved and loaded that one. Only the expected warnings in the log about AAF related types missing. But RMR is working fine.

 

Correct. No devious devices or AAF installed.

 

 Possibly an incompatibility then somewhere. But yeah 2.2.1 seems to be working perfectly fine. Do i'll keep using that for now.

Posted
On 2/15/2023 at 3:26 PM, vaultbait said:

 

Theoretically yes, you could script a trigger which listens for OnAnimationStop events from AAF indicating the player as a participant, and then increments the value reported to RMR (you could even scale it by the number of male participants, or different amounts for different creature races). You'd also want a gametimer which periodically decreases the value over time. It wouldn't be a complicated trigger to develop copying from the available examples, but just to be clear I'm not volunteering (my dance card is full enough already).

 

Thanks, its nice to know it might be possible but all of that flew over my head. Just wish there was a cumflation mod that worked for both genders and wasnt tied to much larger mods lol.

 

Do you have any suggestions on which scripts I might be able to take a look at for ideas on how to figure it out? If you have time.

Posted
1 hour ago, Nivea said:

 

Thanks, its nice to know it might be possible but all of that flew over my head. Just wish there was a cumflation mod that worked for both genders and wasnt tied to much larger mods lol.

 

Do you have any suggestions on which scripts I might be able to take a look at for ideas on how to figure it out? If you have time.

 

The rads trigger is a single script, if memory serves, and quite straightforward. To make the first version of Unhealthy Craving I just picked one of the example triggers and started hacking it up. For the AAF half of the work, see its wiki for documentation on its events and structs. For an example, the ProxyAAF.psc file in Unhealthy Craving is a pretty short demonstration of that too.

Posted
2 hours ago, leduss said:

Good morning LenAnderson

 

TY for update

 

I would like to know if it will be possible for you to add an option to import/export the regages of your RMR?

 

Cordially

 

 

 

Sorry, what do you mean by "regages"? Do you mean your RMR configuration? In that case you can just copy the MCM ini file at .../Data/MCM/Settings/RadMorphingRedux.ini

 

Posted
1 hour ago, LenAnderson said:

 

Sorry, what do you mean by "regages"? Do you mean your RMR configuration? In that case you can just copy the MCM ini file at .../Data/MCM/Settings/RadMorphingRedux.ini

 

thank you for your answer

 

sorry I meant settings and I understood in the meantime for the ini file that you tell me I saved it !!!

 

cordially

Posted (edited)

Can someone pealse explain how additive morphs and additive morph limit works? Because if I understand it correctly it should work like this:

 

If upper limit is 100 and lower is 0

Additive morphs and limit are enabled

Only doctor heals morphs is disabled

Additive limit is 0

Target size is 100

 

1. You gain 50% rads (Morph becomes 50%)

2. You lose 40% rads (Morph is still 50%)

3. you gain 60% rads (Morph becomes 110%)

4. You lose 30% rads (morph becomes 100%)

 

So basicly Additive morph+Current morph

But instead it works as if additive morph is disabled.

Edited by XxchristofferxX

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