NoirXiaoba Posted March 21, 2020 Posted March 21, 2020 38 minutes ago, LenAnderson said: Hmm, from what I've found so far there is no event available on the player that would provide that information. I'm using the PlayerComments mod, and whenever my character is exposed to radioactive damage, especially during rad storms, she starts to comment on the rads taken (without taking damage, of course, since I "tgm"). There seems to be something in that mod reacting to (in my case hypothetical) damage. Unfortunately I'm pretty new to the whole modding thing and haven't figured out yet what exactly triggers it, but that might be where to start looking. 1
LenAnderson Posted March 21, 2020 Author Posted March 21, 2020 24 minutes ago, NoirXiaoba said: I'm using the PlayerComments mod, and whenever my character is exposed to radioactive damage, especially during rad storms, she starts to comment on the rads taken (without taking damage, of course, since I "tgm"). There seems to be something in that mod reacting to (in my case hypothetical) damage. Unfortunately I'm pretty new to the whole modding thing and haven't figured out yet what exactly triggers it, but that might be where to start looking. Okay, that's a start. PlayerComments uses RegisterForRadiationDamageEvent and OnRadiationDamage to detect that you take rads. Unfortunately that still does not give any information on the rads/seconds and unregisters itself every time it is triggered which could mean that it is expensive... So immediately re-registering and using the duration as a fallback for the morphs may not be feasible. I'll have to play around with this a bit to get a feel for it. 1
Invictusblade Posted March 21, 2020 Posted March 21, 2020 32 minutes ago, NoirXiaoba said: I'm using the PlayerComments mod, and whenever my character is exposed to radioactive damage, especially during rad storms, she starts to comment on the rads taken (without taking damage, of course, since I "tgm"). There seems to be something in that mod reacting to (in my case hypothetical) damage. Unfortunately I'm pretty new to the whole modding thing and haven't figured out yet what exactly triggers it, but that might be where to start looking. I have that issue as well, it is annoying
NoirXiaoba Posted March 22, 2020 Posted March 22, 2020 2 hours ago, LenAnderson said: Unfortunately that still does not give any information on the rads/seconds Radiation damage to DNA is pretty random to begin with, so you might be able to just wing it with random values. Maybe check for the current weather and/or location to get a better feel for where the character is. There are surprisingly few locations in the Commonwealth that are irradiated; the big ones being the Glowing Sea, the Institute's reactor core, and the Nucleus in Far Harbour. As the Glowing Sea counts as a permanent Rad Storm anyways, a location check wouldn't be neccessary, limiting exposure mostly to interior cells. I kinda like the idea of giving your internal mutation counter a random element, making breast expansion (and any future mutation to be added) less predictable. I'm starting a new playthrough at the moment anyway with the sole intend to collect each and every single non-randomly placed bottle of Nuka Cola Quantum, so I could compile a conclusive list of all locations that are irradiated, if you like.
LenAnderson Posted March 23, 2020 Author Posted March 23, 2020 On 3/22/2020 at 2:25 AM, NoirXiaoba said: Radiation damage to DNA is pretty random to begin with, so you might be able to just wing it with random values. Maybe check for the current weather and/or location to get a better feel for where the character is. There are surprisingly few locations in the Commonwealth that are irradiated; the big ones being the Glowing Sea, the Institute's reactor core, and the Nucleus in Far Harbour. As the Glowing Sea counts as a permanent Rad Storm anyways, a location check wouldn't be neccessary, limiting exposure mostly to interior cells. I kinda like the idea of giving your internal mutation counter a random element, making breast expansion (and any future mutation to be added) less predictable. I'm starting a new playthrough at the moment anyway with the sole intend to collect each and every single non-randomly placed bottle of Nuka Cola Quantum, so I could compile a conclusive list of all locations that are irradiated, if you like. I don't think I'd want to go down that route and hardcode specific locations or weathers as triggers. That would probably cause all kinds of problems with mods that alter the world and with weather mods. I'd rather look more into the rad damage and magic effect events and test if I can offer one of those as an alternative trigger.
Fumeknight79 Posted March 26, 2020 Posted March 26, 2020 Are there any mods that add buffs/bonuses/reasons to get irradiated? I know there's the ghoulish perk, but i'm looking for something more...interesting. And less health-related.
LenAnderson Posted March 26, 2020 Author Posted March 26, 2020 55 minutes ago, Fumeknight79 said: Are there any mods that add buffs/bonuses/reasons to get irradiated? I know there's the ghoulish perk, but i'm looking for something more...interesting. And less health-related. None that I am aware of. However, buffs (as well as debuffs) are on my long list of ideas to expand this mod. Feel free to post your suggestions here. I am always open for intereseting new ideas.
LenAnderson Posted March 27, 2020 Author Posted March 27, 2020 Version 0.4.0 has just been released. You should be able to update without a clean save (from v0.3.0 or higher) by just replacing the old version with this one. However, after installing a mod update I would suggest to always test that the mod is working properly before overwriting savegames.
LenAnderson Posted March 27, 2020 Author Posted March 27, 2020 1 hour ago, LenAnderson said: Version 0.4.0 has just been released. You should be able to update without a clean save (from v0.3.0 or higher) by just replacing the old version with this one. However, after installing a mod update I would suggest to always test that the mod is working properly before overwriting savegames. And immediately patched to 0.4.1. Sorry about that. I found out that the update could move forward before the mod was fully shut down which could overwrite the original body shape with a morphed body... that should not happen anymore.
Grisha Qofn Posted March 28, 2020 Posted March 28, 2020 13 hours ago, LenAnderson said: And immediately patched to 0.4.1. Sorry about that. I found out that the update could move forward before the mod was fully shut down which could overwrite the original body shape with a morphed body... that should not happen anymore. Thank you for this update, all work fine, option "Only Doctors" work too
Krazyone Posted March 28, 2020 Posted March 28, 2020 MCM Feature Idea... Keywords Page. A page with various keywords for Slider Sets names. CBBE... Slider Set Name.................................................. Info NippleLength Controls the Nipple Length NippleSize Controls the Nipple Width NipplePerkiness Perkiness, height Breast Breast overall size Butt Butt overall size Breast|Butt Big Butts and Breasts There are obviously a lot more... Just an idea, for an information page on the MCM.
LenAnderson Posted March 28, 2020 Author Posted March 28, 2020 6 minutes ago, Krazyone said: MCM Feature Idea... Keywords Page. A page with various keywords for Slider Sets names. CBBE... Slider Set Name.................................................. Info NippleLength Controls the Nipple Length NippleSize Controls the Nipple Width NipplePerkiness Perkiness, height Breast Breast overall size Butt Butt overall size Breast|Butt Big Butts and Breasts There are obviously a lot more... Just an idea, for an information page on the MCM. "There are obviously a lot more..." And that's the problem. Who is supposed to write all that down for every body mod in Fallout 4? Especially if you also want to have descriptions for combinations of multiple sliders like in your example. Having a fully customizable mod comes at the expense of having to spend some time to configure it all. I don't think playing around with BodySlide and looking at an XML file is too much to ask really.
ProDerp Posted March 28, 2020 Posted March 28, 2020 Is it just me or does the Unequip slots not work anymore once you reach a certain radiation threshold? (v4.2) I've tried with multiple armors and putting in different slots (making sure there are no spaces) but the armor/clothing is not unequipping anymore. Don't know if I have a conflict on my end somewhere or if in the latest update might have a possible mishap. I'll continue to mess with it and see if I'm just a dumb though.
LenAnderson Posted March 28, 2020 Author Posted March 28, 2020 59 minutes ago, ProDerp said: Is it just me or does the Unequip slots not work anymore once you reach a certain radiation threshold? (v4.2) I've tried with multiple armors and putting in different slots (making sure there are no spaces) but the armor/clothing is not unequipping anymore. Don't know if I have a conflict on my end somewhere or if in the latest update might have a possible mishap. I'll continue to mess with it and see if I'm just a dumb though. Entirely possible that I messed something up in the last update. This is all still very new to me
Krazyone Posted March 28, 2020 Posted March 28, 2020 3 hours ago, LenAnderson said: "There are obviously a lot more..." And that's the problem. Who is supposed to write all that down for every body mod in Fallout 4? Especially if you also want to have descriptions for combinations of multiple sliders like in your example. Having a fully customizable mod comes at the expense of having to spend some time to configure it all. I don't think playing around with BodySlide and looking at an XML file is too much to ask really. Yeah... you're right. But a few examples can make it a lot more fun, for the less technically minded. Myself included... But I agree with what you are saying, it was just an idea...
LenAnderson Posted March 29, 2020 Author Posted March 29, 2020 Version 0.5.0 has just been uploaded. This update fixes the force-undressing, adds an option to apply morphs on sleep instead of immediately, and adds an option to get morphed based on random values instead of rads (for the gods among us). I have also added a step-by-step guide how to restore the player body (or any other actor really, just replace the "14" in the showlooksmenu command with their ID) to a BodySlide preset. 2
zelayasrevenge301 Posted March 30, 2020 Posted March 30, 2020 13 hours ago, LenAnderson said: Version 0.5.0 has just been uploaded. This update fixes the force-undressing, adds an option to apply morphs on sleep instead of immediately, and adds an option to get morphed based on random values instead of rads (for the gods among us). I have also added a step-by-step guide how to restore the player body (or any other actor really, just replace the "14" in the showlooksmenu command with their ID) to a BodySlide preset. Thanks for fixing this. I was wondering why the force-undressing wasn't working all of a sudden. Also minor suggestion for force-undress (if possible): add the ability to enable/disable for followers (for each slider set). Armor Mods aren't very consistent with slots they're using, so sometimes armor pieces on my follower will be unequiped even if it wasn't my intention for them to. 1
zelayasrevenge301 Posted March 30, 2020 Posted March 30, 2020 Oh and here's an idea for a temporary perk to be added at certain radiation levels: Dummy Thicc: You get increased carry weight and damage resistance to compensate for the unequipped clothes, but your sneak ability is significantly reduced because the sound of your asscheeks clapping keeps alerting the super mutants. 1
LenAnderson Posted March 30, 2020 Author Posted March 30, 2020 7 hours ago, zelayasrevenge301 said: Thanks for fixing this. I was wondering why the force-undressing wasn't working all of a sudden. Also minor suggestion for force-undress (if possible): add the ability to enable/disable for followers (for each slider set). Armor Mods aren't very consistent with slots they're using, so sometimes armor pieces on my follower will be unequiped even if it wasn't my intention for them to. I think I might add a toggle for the whole slider set where you can decide whether that slider set applies to you, your companion, or both. May be the easiest way to configure this.
LenAnderson Posted March 30, 2020 Author Posted March 30, 2020 7 hours ago, zelayasrevenge301 said: Oh and here's an idea for a temporary perk to be added at certain radiation levels: Dummy Thicc: You get increased carry weight and damage resistance to compensate for the unequipped clothes, but your sneak ability is significantly reduced because the sound of your asscheeks clapping keeps alerting the super mutants. I really need to read up on perks and status effects to figure out how that stuff works.
zelayasrevenge301 Posted March 31, 2020 Posted March 31, 2020 11 hours ago, LenAnderson said: I think I might add a toggle for the whole slider set where you can decide whether that slider set applies to you, your companion, or both. May be the easiest way to configure this. Isn't that already a function? And idk if that's the best way to configure it, since it'd still be nice to keep the morphs on the companions, but just disable the unequip for them. Not a dealbreaker if it can't be done though.
zelayasrevenge301 Posted March 31, 2020 Posted March 31, 2020 11 hours ago, LenAnderson said: I really need to read up on perks and status effects to figure out how that stuff works. Traits and more perks ( https://www.nexusmods.com/fallout4/mods/8802 ) is one that adds new perks through custom chems. It's an older mod but it still works and one thing that's nice about is different ranks for the custom perks. Maybe each level of perk can be set to a specific rad level, rather than just one perk that scales. Also I'm not sure how to add a function to remove a perk when the rads are returned to normal, but I think it can be done through careful scripting. 1
LenAnderson Posted March 31, 2020 Author Posted March 31, 2020 6 hours ago, zelayasrevenge301 said: Isn't that already a function? And idk if that's the best way to configure it, since it'd still be nice to keep the morphs on the companions, but just disable the unequip for them. Not a dealbreaker if it can't be done though. I'll keep thinking on it and try not to make it too convoluted. Currently we have a switch for the companion's sex that applies to the whole slider set, but no way to exclude the player. With the option to apply a slider set to only the player or the companion you could still set up the same slider set twice (one for player, one for companion) with different unequip slots. The 20 available slider sets should be enough to do that, and if not I can always add more...
LenAnderson Posted March 31, 2020 Author Posted March 31, 2020 7 hours ago, zelayasrevenge301 said: Traits and more perks ( https://www.nexusmods.com/fallout4/mods/8802 ) is one that adds new perks through custom chems. It's an older mod but it still works and one thing that's nice about is different ranks for the custom perks. Maybe each level of perk can be set to a specific rad level, rather than just one perk that scales. Also I'm not sure how to add a function to remove a perk when the rads are returned to normal, but I think it can be done through careful scripting. Thanks for the link. Just had a quick look at that mod (thanks to ba extractors and decompilers...). It looks like adding and removing perks is pretty straightforward. The cumbersome and annoying part is that apparently all perks have to be completely set up and defined within Creation Kit. But hat certainly gives me something to work with. I suppose some kind of perk feature will be in the next update.
N.Gamma Posted March 31, 2020 Posted March 31, 2020 Does the mod also have an effect on female companions or just on the player character?
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