LenAnderson Posted February 18, 2023 Author Posted February 18, 2023 20 minutes ago, XxchristofferxX said: 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. Looks like I forgot to mention that in the description / MCM for RMR v2. Additive morphing depends on "only doctors" being enabled (how else would you get rid of the morphs otherwise...). With "only doctors" enabled, it would look like you described, except for (3.): the morph would be 100%, not 110%. Morphs cannot exceed 100% + additive limit (these values are percentages of the target size). With additive limit at 0% max morphs are 100% (100% + 0% additive). With additive limit at 10% max morphs are 110% (100% + 10% additive), with additive limit at 100%, max morphs are 200% (100% + 100% additive). 1
LenAnderson Posted February 20, 2023 Author Posted February 20, 2023 15 hours ago, leesjig said: I would like to see the morphing increase slowly overtime. Set a lower target size, higher upper threshold. 15 hours ago, leesjig said: accumulate several 4, 5 rad bar fulls before she get to triple d's and a giant ass If by that you mean that you want to have a fully red health bar (100% rads) several times before full morphs, you would have to play around with permanent and additive morphing. For 5 times 100% rads to get fully morphed: Set target size to one fifth of the value you want to be at when fully morphed. Enable "only doctors". Enable additive morphing. Set additive limit to 400% (that's 400% on top of the non-additive / regular morphing).
LenAnderson Posted February 20, 2023 Author Posted February 20, 2023 17 minutes ago, leesjig said: Ok I set this up, 20 for target, 400 additive. Guess that's the right math. Cause if you are hit once by that gamma gun the child of Adam use...you are screwed. quick question: what is that additive morphing in the global override doing? If I want the additive morphing to take effect in each of my sliders that I set up...Do I need to set that additive morphing in global override to 0. I'm not sure what the global override is doing. If you set any of the override settings to something other than "No Override", then all the slider sets will use those settings instead of the ones from the individual slider set pages. The additive limit override is tied to the "has additive limit" override. If "has additive limit" is set to "no override" then the limit will have no effect.
rubber_duck Posted February 21, 2023 Posted February 21, 2023 I'm running into very annoying issue with v2.5.0. RMR is very inconsistent/laggy (slow). I'm using Unhealthy Craving as a trigger, and I've configured RMR to use RMR (old) for Morph Calculation. I'm also running LM 1.6.20. When I load the save, sometimes my character would have default body (not morphed), and the trigger value needs to change in order to get properly morphed body. I noticed the same issue when playing and switching between 1st and 3rd person view. What's more, I noticed this behavior every time trigger changes - the trigger would have some value, but immediately after that value changes the body would get un-morphed and then morphed again. It's very noticeable as I'm playing in 3rd person majority of the time. It isn't a big deal, but this wasn't present in v2.4.0, and that bothers me. I'm reverting back to v2.4.0. On that note, what exactly is the purpose of different morph calculation? I've read the description dozen times already but can't, for the love of me, figure it out. Can you provide some in-game examples for it? (A picture is worth a thousand words!) Hopefully you can get this fixed. Keep up the great work and take care!
deathmorph Posted February 21, 2023 Posted February 21, 2023 4 hours ago, rubber_duck said: When I load the save, sometimes my character would have default body (not morphed), and the trigger value needs to change in order to get properly morphed body. I can confirm that. When loading a save, the default body is shown. This one stays. Either you change the trigger value or switch RMR briefly off and on again. Only when you force RMR to restart does the morph change. Switching between 1st and 3rd person doesn't change anything for me, but I only tried it briefly.
LenAnderson Posted February 21, 2023 Author Posted February 21, 2023 4 hours ago, rubber_duck said: 'm running into very annoying issue with v2.5.0. RMR is very inconsistent/laggy (slow). I'm using Unhealthy Craving as a trigger, and I've configured RMR to use RMR (old) for Morph Calculation. I'm also running LM 1.6.20. When I load the save, sometimes my character would have default body (not morphed), and the trigger value needs to change in order to get properly morphed body. I noticed the same issue when playing and switching between 1st and 3rd person view. What's more, I noticed this behavior every time trigger changes - the trigger would have some value, but immediately after that value changes the body would get un-morphed and then morphed again. It's very noticeable as I'm playing in 3rd person majority of the time. 32 minutes ago, deathmorph said: I can confirm that. When loading a save, the default body is shown. This one stays. Either you change the trigger value or switch RMR briefly off and on again. Only when you force RMR to restart does the morph change. I would have to see both of your logs to get an idea of what is going on. 4 hours ago, rubber_duck said: what exactly is the purpose of different morph calculation?
deathmorph Posted February 21, 2023 Posted February 21, 2023 2 hours ago, LenAnderson said: I would have to see both of your logs to get an idea of what is going on. I have logging enabled in RMR. Then restart the game completely and load the last save. Waited two minutes and looked at the standard body. Then switched on and off in the MCM. RMR restarted and the character's body adjusted immediately. Waited another 2 minutes and character moved, camera back and forth from 3rd view to 1st view. Which file exactly do you want from me now?
LenAnderson Posted February 21, 2023 Author Posted February 21, 2023 2 minutes ago, deathmorph said: I have logging enabled in RMR. Then restart the game completely and load the last save. Waited two minutes and looked at the standard body. Then switched on and off in the MCM. RMR restarted and the character's body adjusted immediately. Waited another 2 minutes and character moved, camera back and forth from 3rd view to 1st view. Which file exactly do you want from me now? Your papyrus log. Should be at ...\Documents\My Games\Fallout 4\Logs\Script\Papyrus.0.log If you haven't enabled papyrus logging in Fallout yet, you have to make changes to your Fallout4Custom.ini first. https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging
deathmorph Posted February 21, 2023 Posted February 21, 2023 5 minutes ago, LenAnderson said: Your papyrus log. Should be at ...\Documents\My Games\Fallout 4\Logs\Script\Papyrus.0.log If you haven't enabled papyrus logging in Fallout yet, you have to make changes to your Fallout4Custom.ini first. https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging Okay, I have to activate it as I don't have a log folder there. And repeat the test. I will do it in a moment.
deathmorph Posted February 21, 2023 Posted February 21, 2023 (edited) 30 minutes ago, LenAnderson said: Your papyrus log. Should be at ...\Documents\My Games\Fallout 4\Logs\Script\Papyrus.0.log Here is the log. Papyrus.0.log Edited February 21, 2023 by deathmorph
LenAnderson Posted February 21, 2023 Author Posted February 21, 2023 1 hour ago, deathmorph said: Here is the log. Papyrus.0.log 1.48 MB · 0 downloads Looks like the quest has not (or not properly) started and is not listening to loading savegames. That means there are no update checks, no re-registering of triggers... Did you get a notification like "Updating Rad Morphing Redux from version X to version Y" after installing the new version? When calling sqv lenarm_main in the console: What version number do you see? Is the quest enabled? Is its state "Running"? Here's what I would try: If the quest is running: console: cqf lenarm_main "quest.stop" exit console wait for 1 minute console: sqv lenarm_main quest should now not be enabled state should be "stopped" scroll up until you see "LenARM:LenARM_Main" If one of the next lines says something like "Real-time timer # expires in # seconds" (they should eventually all run out and not restart): exit console wait for a bit go back to step (1.4.) console: cqf lenarm_main "quest.start" exit console wait for 1 minute console: sqv lenarm_main quest should be enabled state should be "running" exit console save the game load that newly created savegame Upload the papyrus log. Should now include lines indicating that RMR noticed a savegame was loaded.
deathmorph Posted February 21, 2023 Posted February 21, 2023 45 minutes ago, LenAnderson said: Did you get a notification like "Updating Rad Morphing Redux from version X to version Y" after installing the new version? Unfortunately I can't remember that. I wasn't paying attention there either. 47 minutes ago, LenAnderson said: When calling sqv lenarm_main in the console: What version number do you see? Is the quest enabled? Is its state "Running"? 2.5.0 yes yes (Called after starting with unmorphed body.) 51 minutes ago, LenAnderson said: load that newly created savegame Done. Morphed body loaded. 1 hour ago, LenAnderson said: Upload the papyrus log. Should now include lines indicating that RMR noticed a savegame was loaded. Done. Papyrus.2.log
rubber_duck Posted February 21, 2023 Posted February 21, 2023 6 hours ago, LenAnderson said: I would have to see both of your logs to get an idea of what is going on. Unfortunately, I'm unable to provide a log at the moment. I've reverted back to v2.4.0 and so far everything appears to be working properly. I don't have as much free time as I used to have and therefore I cannot troubleshoot the issue or generate a log. Thank you for providing the graphs! However, I'm still not sure how RMR + LM makes it different? For example, let's say the body is morphed to 20%. This means that RMR would enchance (make bigger) only those sliders that the user set in MCM, correct? If body gets morphed additional +5%, for example, the next time RMR updates itself (update delay) the body would get morphed to the new value. Is that right? This should then mean that if you're using only RMR to calculate morphs - every time new (changed) value is present, the body immediately morphs to the new value (after update delay), right? On the other hand, if you're using RMR + LM for calculations - every time new value is present, the body is slowly morphed to the new value, correct? With this in mind, does it behave similar to this: Using RMR calculation - body morphed at 20% -> trigger changes value (+5%) -> body morphed at 25% Using RMR + LM calculation - body morphed at 20% -> trigger changes value (+5%) -> body morphed to 21% (?) -> update delay -> body morphed to 22% -> update delay -> body morphed to 23% -> etc. -> etc. ? Is this correct? Despite having v2.5.0 configured to use only RMR for calculations, it still behaved wrongly. I don't know why or how.
LenAnderson Posted February 21, 2023 Author Posted February 21, 2023 14 minutes ago, rubber_duck said: Thank you for providing the graphs! However, I'm still not sure how RMR + LM makes it different? For example, let's say the body is morphed to 20%. This means that RMR would enchance (make bigger) only those sliders that the user set in MCM, correct? If body gets morphed additional +5%, for example, the next time RMR updates itself (update delay) the body would get morphed to the new value. Is that right? This should then mean that if you're using only RMR to calculate morphs - every time new (changed) value is present, the body immediately morphs to the new value (after update delay), right? On the other hand, if you're using RMR + LM for calculations - every time new value is present, the body is slowly morphed to the new value, correct? With this in mind, does it behave similar to this: Using RMR calculation - body morphed at 20% -> trigger changes value (+5%) -> body morphed at 25% Using RMR + LM calculation - body morphed at 20% -> trigger changes value (+5%) -> body morphed to 21% (?) -> update delay -> body morphed to 22% -> update delay -> body morphed to 23% -> etc. -> etc. ? Both update immediately (or after update delay / after sleep, depending on what you've set for update type) and in one single step. Going with your numbers, if the affected slider is by default (i.e., via LooksMenu) set to 20% and RMR wants to morph 5%, you won't see any change at all with RMR calculation because 5% is lower than 20%. The first time you'll see any change is when RMR wants to set the slider to 21%. That's what you see in the first graph. The blue (what you see) line does not change until RMR's value exceeds the 40% set through LooksMenu. On the other hand, with RMR+LM calculation, 20% via LooksMenu, and 5% from RMR, the slider will end up at 25%.
LenAnderson Posted February 21, 2023 Author Posted February 21, 2023 1 hour ago, deathmorph said: Papyrus.2.log 1.48 MB · 0 downloads That is the same log that you've uploaded before. The latest / current log file is always Papyrus.0.log. But if it all works now there's probably no need to take another look at the logs.
deathmorph Posted February 21, 2023 Posted February 21, 2023 3 minutes ago, LenAnderson said: current log file is always Papyrus.0.log oh sorry, here you are Papyrus.0.log
ChandraArgentis Posted February 22, 2023 Posted February 22, 2023 Would it be possible to add in an option for a gradual amount of 'healing' from the effects of radiation? I'd like this a few options for it. Partial additive morphs Any time you have an additive morph, it will heal a portion of it (so long as you don't get more rads). Additive morphs median limit Once you cross this percent, you won't ever heal naturally below this. Naturally heal to median additive morph yes/no Slowly heals you to the minimum set. An option where once you're beyond the 'cap' for additive morphing, the amount it adds each time you get rads becomes less and less (diminishing returns).
rubber_duck Posted February 23, 2023 Posted February 23, 2023 On 2/21/2023 at 1:16 PM, LenAnderson said: Both update immediately (or after update delay / after sleep, depending on what you've set for update type) and in one single step. Going with your numbers, if the affected slider is by default (i.e., via LooksMenu) set to 20% and RMR wants to morph 5%, you won't see any change at all with RMR calculation because 5% is lower than 20%. The first time you'll see any change is when RMR wants to set the slider to 21%. That's what you see in the first graph. The blue (what you see) line does not change until RMR's value exceeds the 40% set through LooksMenu. On the other hand, with RMR+LM calculation, 20% via LooksMenu, and 5% from RMR, the slider will end up at 25%. Sorry, I made it unclear. What I thought is what if RMR already morphed the default body +20%, and then the trigger changes (adds +5% on top of its previous value)? Basically, this: Player has default body (0 morphs) -> RMR morphs +20% (trigger value) -> some time passes -> trigger changes value (+5%); new trigger value is 25% (20% + 5%) -> RMR updates (morphs) body again. What is the difference? Also, sorry for late reply; I was busy.
LenAnderson Posted February 23, 2023 Author Posted February 23, 2023 11 hours ago, ChandraArgentis said: Would it be possible to add in an option for a gradual amount of 'healing' from the effects of radiation? I'd like this a few options for it. Partial additive morphs Any time you have an additive morph, it will heal a portion of it (so long as you don't get more rads). Additive morphs median limit Once you cross this percent, you won't ever heal naturally below this. Naturally heal to median additive morph yes/no Slowly heals you to the minimum set. An option where once you're beyond the 'cap' for additive morphing, the amount it adds each time you get rads becomes less and less (diminishing returns). Yeah, that would probably be possible. Someone also suggested an option to make the whole morphing process (growing and healing) more gradual / over time with rads and morph healing acting more like weights pulling a slider in one or the other direction with different strengths. I'll add this to the idea list, but I don't see me implementing any big new features in the near future. 5 hours ago, rubber_duck said: Sorry, I made it unclear. What I thought is what if RMR already morphed the default body +20%, and then the trigger changes (adds +5% on top of its previous value)? Basically, this: Player has default body (0 morphs) -> RMR morphs +20% (trigger value) -> some time passes -> trigger changes value (+5%); new trigger value is 25% (20% + 5%) -> RMR updates (morphs) body again. What is the difference? Also, sorry for late reply; I was busy. The calculation setting only affects how RMR acts in regards to morphs set directly in LooksMenu and morphs from other mods.
ChandraArgentis Posted February 24, 2023 Posted February 24, 2023 23 hours ago, LenAnderson said: Yeah, that would probably be possible. Someone also suggested an option to make the whole morphing process (growing and healing) more gradual / over time with rads and morph healing acting more like weights pulling a slider in one or the other direction with different strengths. I'll add this to the idea list, but I don't see me implementing any big new features in the near future. Yea, I think that's more-or less the same thing I'm asking for. Additive is great and all, but once you've taken your weight in rads, which can happen rather quickly, it loses a lot of it's luster.
Guest Posted February 24, 2023 Posted February 24, 2023 (edited) I am just curious for 2 points. 1) where is the data writing to? I didn't disable the mod but started a new game and my character has all the morphs. No radiation so far. So i think it is written somewhere since i name the character always the same. The question is, what did i do wrong? 2) i assume there is no chance to morph facial parts since they are not in the slidermenu. Sad Edited February 24, 2023 by yester64
LenAnderson Posted February 24, 2023 Author Posted February 24, 2023 2 hours ago, yester64 said: I am just curious for 2 points. 1) where is the data writing to? I didn't disable the mod but started a new game and my character has all the morphs. No radiation so far. So i think it is written somewhere since i name the character always the same. The question is, what did i do wrong? 2) i assume there is no chance to morph facial parts since they are not in the slidermenu. Sad 1) All the configuration is written into the MCM in file (.../Data/MCM/Settings/RadMirphingRedux.ini) and applies to all savegames, but all state (i.e., current morphs etc.) is in the savegame. If you think morphs are incorrectly applied, you can upload your papyrus log (make sure it actually covers a session where RMR dies something to you) and I'll take a look. 2) Unfortunately I don't know of any way to change the face.
LenAnderson Posted February 24, 2023 Author Posted February 24, 2023 8 minutes ago, leesjig said: The gradual morphing over time has been working great, thanks for clearing up the settings on how to do that. I do like the idea of putting her in a vulnerable state by destroying the armor when her boobs and ass get to large. Then have to sneak around to find a doctor to get heeled. But its only unequipping her armor...I did set those armor slots to destroy, but its still just unequipping the armor. Does it only destroy vanilla armor, cause I'm wearing armor from another mod? Would like to get this destroy armor working correct. Any idea what I'm setting wrong. Thanks. Did you set the chance to destroy to 100%? If it is lower there's always a chance that it just gets unequipped. Upload a papyrus log that covers a situation where armor should have been destroyed and I'll take a look.
deathmorph Posted February 24, 2023 Posted February 24, 2023 @LenAnderson Did you actually find out why the morph didn't work for me initially?
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