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Posted
On 4/3/2023 at 11:49 AM, LenAnderson said:

 

 

 

I will still be around for a couple of weeks and I may check in from time to time afterwards. But I won't have the time or resources to keep working on RMR and my other mods (RMR triggers, RMR Helper) anymore.

Shame to see you go, but nonetheless thanks for this silly mod :) I've been working on my own branch (based of v1) for a while now and while it may not be as flexible as the v2 instance, I am still happy with the changes I've been able to make and the things I've learned while doing so.

  • 3 weeks later...
Posted (edited)

image.png.ca79a878f5443ed6538a5b3f82bbcc0e.png
Can someone help me to understand what could be the issue? What is wrong here is that there's an armor partition part that is not morphing even though it has a related .tri file (file that you get after applying morphs through bodyslide), the rest of the armor is working as intended.

Edited by angrykiwi
Posted
1 hour ago, angrykiwi said:


Can someone help me to understand what could be the issue? What is wrong here is that there's an armor partition part that is not morphing even though it has a related .tri file (file that you get after applying morphs through bodyslide), the rest of the armor is working as intended.

 

 

Try to check here

 

 

 

Posted (edited)

I cannot seem to get this to consistently work. It's strange because I was able to get it working a few times, but then the mod would bug out if I ever closed the game and relaunched. The trigger dropdown gets bugged and is filled with a bunch of empty space and I wouldn't be able to turn the mod on or off with the MCM. I saw a post 2 pages ago with a similar issue and the resolution was that they didn't have all the DLCS. I have all the DLCS installed (besides the HD pack) and I've checked the dependencies of the mods so I as far as I can tell I'm not missing any masters. I've tried reinstalling the mod a few times and reordering my load order which seemed to sometimes get it working on a clean save. I use Mod Organizer 2 if that helps. Any Ideas?

MCM.log
20230423143335_1.thumb.jpg.6c12f16920219a0ec9edbbf2c02de781.jpg

Edited by FappySack
Posted (edited)
14 minutes ago, FappySack said:

I cannot seem to get this to consistently work. It's strange because I was able to get it working a few times, but then the mod would bug out if I ever closed the game and relaunched. The trigger dropdown gets bugged and is filled with a bunch of empty space and I wouldn't be able to turn the mod on or off with the MCM. I saw a post 2 pages ago with a similar issue and the resolution was that they didn't have all the DLCS. I have all the DLCS installed (besides the HD pack) and I've checked the dependencies of the mods so I as far as I can tell I'm not missing any masters. I've tried reinstalling the mod a few times and reordering my load order which seemed to sometimes get it working on a clean save. I use Mod Organizer 2 if that helps. Any Ideas?

MCM.log
20230423143335_1.thumb.jpg.6c12f16920219a0ec9edbbf2c02de781.jpg

 

Are you sure SUP F4SE is installed and working correctly? Check your f4se.log to see if there was an error loading SUP_F4SE.dll. If it's installed correctly you should see something like this:

 

checking plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\SUP_F4SE.dll
registering plugin listener for F4SE at 27 of 28
plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\SUP_F4SE.dll (00000001 SUP_F4SE 000003B6) loaded correctly

 

Edited by vaultbait
Posted
11 minutes ago, vaultbait said:

 

Are you sure SUP F4SE is installed and working correctly? Check your f4se.log to see if there was an error loading SUP_F4SE.dll. If it's installed correctly you should see something like this:

 

checking plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\SUP_F4SE.dll
registering plugin listener for F4SE at 27 of 28
plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\SUP_F4SE.dll (00000001 SUP_F4SE 000003B6) loaded correctly

 

According to that log it is loaded correctly. It's super weird that it has worked a few times, but not on game reload. 

checking plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\SUP_F4SE.dll
registering plugin listener for F4SE at 15 of 16
plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\SUP_F4SE.dll (00000001 SUP_F4SE 000003B6) loaded correctly

Posted (edited)
11 minutes ago, FappySack said:

According to that log it is loaded correctly. It's super weird that it has worked a few times, but not on game reload. 

checking plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\SUP_F4SE.dll
registering plugin listener for F4SE at 15 of 16
plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\SUP_F4SE.dll (00000001 SUP_F4SE 000003B6) loaded correctly

 

Looking at the MCM log you posted, it seems to be complaining about a lack of attached scripts on the LenARM_Main QUST form for example:

 

Warning: Cannot retrieve a property value MCM_EquippedItemsActors from a form with no scripts attached. (LenA_RadMorphing.esp|4C50)

 

This could be due to the plugin not activating. Make sure you have its master plugins active, specifically the Far Harbor and Nuka World DLCs.

Edited by vaultbait
Posted
41 minutes ago, vaultbait said:

 

Looking at the MCM log you posted, it seems to be complaining about a lack of attached scripts on the LenARM_Main QUST form for example:

 

Warning: Cannot retrieve a property value MCM_EquippedItemsActors from a form with no scripts attached. (LenA_RadMorphing.esp|4C50)

 

This could be due to the plugin not activating. Make sure you have its master plugins active, specifically the Far Harbor and Nuka World DLCs.

Still no luck. I tried reinstalling Nuka World and Far Harbor for good measure to no avail. I even reinstalled the mod and it's dependencies and nada. I can usually get the mod to work when loading straight into a save prior to installing the mod, but the second I try to close the game and reload a save where the mod was present it bugs out again. 

Posted

Trigger suggestion - trigger based off of worn gear.  For example, while wearing a specific list of devices, their body gradually changes.  EG: When wearing a corset, their waist shrinks.  When wearing a shock collar, their breasts slowly grow.

Posted
8 hours ago, ChandraArgentis said:

Trigger suggestion - trigger based off of worn gear.  For example, while wearing a specific list of devices, their body gradually changes.  EG: When wearing a corset, their waist shrinks.  When wearing a shock collar, their breasts slowly grow.

 

Functionally, this seems like something you could make with only minor modifications to the cleavage trigger by adding a timer.

 

The tricky part is going to be identifying the items you're talking about. Is everything worn in the neck slot a collar? How do you distinguish a corset from other outfits? The game itself doesn't have any mechanisms to make these distinctions, so you'd either need a classification system or a hard-coded list of the exact items you want considered (and if that includes items from mods, that list could get very large very quickly).

 

For base game functionality, there's really only the biped slots list to draw from. A clothing and armor classification system like AWKCR might have keywords for some of those concepts like "this item is a corset" or "this item is a collar," but even so every mod needs patching to add those keywords.

Posted (edited)

If I choose to have items dropped instead of undressed, can I pick them up again afterwards or will they stay dropped until "healed"?
And if I choose a 50% chance, does that apply to all slots the same or is each slot charged individually?

 

On the main page an example is used where the morph is linked to the health status. Is there a trigger for this? I find the variant interesting. When you get wounded and taken prisoner and thereby lose your physical strength.

 

And one last question and request for advice:

I would like to use the special trigger strength carefully to visualize the loss and gain of strength via BodyFat. For example, with Buffout you gain +2 and you lose -2 in AN2 period addon. What are the best values to set?

Edited by deathmorph
Posted
13 hours ago, vaultbait said:

Functionally, this seems like something you could make with only minor modifications to the cleavage trigger by adding a timer.

 

The tricky part is going to be identifying the items you're talking about. Is everything worn in the neck slot a collar? How do you distinguish a corset from other outfits? The game itself doesn't have any mechanisms to make these distinctions, so you'd either need a classification system or a hard-coded list of the exact items you want considered (and if that includes items from mods, that list could get very large very quickly).

 

For base game functionality, there's really only the biped slots list to draw from. A clothing and armor classification system like AWKCR might have keywords for some of those concepts like "this item is a corset" or "this item is a collar," but even so every mod needs patching to add those keywords.

 

Sexual Harassment and Nude Basics can recognize when you're using one of those collars, but I'm not sure how, specifically.

Posted
11 hours ago, ChandraArgentis said:

Sexual Harassment and Nude Basics can recognize when you're using one of those collars, but I'm not sure how, specifically.

 

They hard code a specific list of collars (the shock collar from Real Handcuffs in the case of Sexual Harassment, not sure about Nude Basics since I've never tried it). If you want a plugin which requires a specific shock collar then that approach works. If you want to be able to detect arbitrary collars the player is wearing, then you'll need a different solution.

  • 2 weeks later...
Posted
On 4/24/2023 at 9:09 AM, FappySack said:

Still no luck. I tried reinstalling Nuka World and Far Harbor for good measure to no avail. I even reinstalled the mod and it's dependencies and nada. I can usually get the mod to work when loading straight into a save prior to installing the mod, but the second I try to close the game and reload a save where the mod was present it bugs out again. 


I'm having this exact issue and was wondering if you found a way to fix it?

Posted
On 5/13/2023 at 1:22 PM, Gr1mR34p8r said:

I'm having this exact issue and was wondering if you found a way to fix it?

 

By "this exact issue" you mean your MCM.log includes lines like:

 

Warning: Cannot retrieve a property value MCM_EquippedItemsActors from a form with no scripts attached. (LenA_RadMorphing.esp|4C50)
Warning: Cannot retrieve a property value MCM_TriggerNames from a form with no scripts attached. (LenA_RadMorphing.esp|4C50)

 

Are you also using MO2 like the other poster, or something else? I wonder if something has come unglued with either the plugin or scripts. Does your papyrus0.log mention any exceptions for scripts with LenARM in their name?

Posted
54 minutes ago, vaultbait said:

 

By "this exact issue" you mean your MCM.log includes lines like:

 

Warning: Cannot retrieve a property value MCM_EquippedItemsActors from a form with no scripts attached. (LenA_RadMorphing.esp|4C50)
Warning: Cannot retrieve a property value MCM_TriggerNames from a form with no scripts attached. (LenA_RadMorphing.esp|4C50)

 

Are you also using MO2 like the other poster, or something else? I wonder if something has come unglued with either the plugin or scripts. Does your papyrus0.log mention any exceptions for scripts with LenARM in their name?

How do I get a papyrus log? I can send that in. As for exact issue, I was referring to how the mod will work fine but after I save and reload the game, the mod would break. Also using MO2. 

Posted
23 minutes ago, Gr1mR34p8r said:

How do I get a papyrus log? I can send that in.

 

 

23 minutes ago, Gr1mR34p8r said:

As for exact issue, I was referring to how the mod will work fine but after I save and reload the game, the mod would break.

 

In that case, it would be good to also check your MCM.log for lines like the ones I quoted from the copy @FappySack posted earlier. I'm pretty sure MCM's logging is on by default, so you should be able to find it in the same folder as your f4se.log (for me that's in the Documents\My Games\Fallout4\F4SE\ folder).

 

23 minutes ago, Gr1mR34p8r said:

Also using MO2. 

 

Good to know. I'm using Vortex, but I have no idea yet if both affected installations using MO2 is related to the problem at all. It's just another data point for the moment.

Posted

No additive morphs makes me very sadge. Trying to get this + Akawaiitent's Bodychange + Wasteland Eggspansion + FPE to all work nicely together, but the lack of additive morphs is very demoralizing.

Posted
5 hours ago, MysticDaedra said:

No additive morphs makes me very sadge. Trying to get this + Akawaiitent's Bodychange + Wasteland Eggspansion + FPE to all work nicely together, but the lack of additive morphs is very demoralizing.

 

If they all use keyword morphs, then that's just the way LooksMenu is designed. It picks the highest value among all keyword morphs for the same slider, it doesn't add them together. I suppose another mod could scan all keyword morphs and then create additive morphs for any it finds where there is >1 keyword morph for the same slider (excluding its own), though I don't recall whether the BodyGen API emits events so it might have to be recalculated periodically, which could be a bit jarring depending on how rapidly those mods alter your slider values.

Posted
3 hours ago, vaultbait said:

 

If they all use keyword morphs, then that's just the way LooksMenu is designed. It picks the highest value among all keyword morphs for the same slider, it doesn't add them together. I suppose another mod could scan all keyword morphs and then create additive morphs for any it finds where there is >1 keyword morph for the same slider (excluding its own), though I don't recall whether the BodyGen API emits events so it might have to be recalculated periodically, which could be a bit jarring depending on how rapidly those mods alter your slider values.

I don't know exactly how RaceMenu does it for Skyrim, but presumably it works alright there. The real issue is when there are multiple mods trying to do changes to the same morphs I guess... I just wish having multiple "inflation" mods didn't invalidate each other, right?

Posted (edited)
10 hours ago, vaultbait said:

If they all use keyword morphs, then that's just the way LooksMenu is designed. It picks the highest value among all keyword morphs for the same slider, it doesn't add them together.

 

It applies the most recently applied keyword morph value, not the highest.  They are stored in the order they were applied, making it easy to retrieve the latest one.

 

Quote

I suppose another mod could scan all keyword morphs and then create additive morphs for any it finds where there is >1 keyword morph for the same slider (excluding its own), though I don't recall whether the BodyGen API emits events so it might have to be recalculated periodically, which could be a bit jarring depending on how rapidly those mods alter your slider values.

 

That's exactly how I did it in FPE.  I use the BodyGen.GetMorphs() function to get all the available sliders on the actor, then loop through those and use BodyGen.GetKeywords() to get the list of keywords applied to each slider.  If the list for a slider is not empty, I retrieve the most recent morph value using BodyGen.GetMorph() and store it in an array of morphname / value pairs.  When I update the pregnant actor's body I retrieve the original value for each slider and add it to the pregnancy morph. 

 

The code for that is in the GetOriginalMorphs() function in FPFP_BasePregData.psc

 

Note that I only build this array of morphname / value pairs at the start of the pregnancy ; I make the gross assumption that FPE is the only mod that will be changing the pregnancy related sliders on an actor while the actor is pregnant.  To make it work together dynamically with other mods, I would need to re-scan the applied morphs before each pregnancy body update, and replace the stored values if FPE wasn't the most recent keyword for a given slider.

 

Edited by EgoBallistic
Posted (edited)
5 hours ago, EgoBallistic said:

It applies the most recently applied keyword morph value, not the highest.  They are stored in the order they were applied, making it easy to retrieve the latest one.

 

 Is that still the case in the latest LM versions? I guess I'll play around with it a bit to confirm, since the description on HBD_MorphDebug disagrees:

 

Quote

When BodyGen system updates the morph it chooses the highest morph value out of the base and all keyword values applied to the morph.

Note: there is a bug in LooksMenu f4ee versions before v1.6.19 that would apply the morph value of the highest keyword id (which was dependent on the mod and possibly load order).

 

I take that to mean that what you're describing was the case up through LM 1.6.18 and then changed in 1.6.19.

 

5 hours ago, EgoBallistic said:

I use the BodyGen.GetMorphs() function to get all the available sliders on the actor, then loop through those and use BodyGen.GetKeywords() to get the list of keywords applied to each slider.  If the list for a slider is not empty, I retrieve the most recent morph value using BodyGen.GetMorph() and store it in an array of morphname / value pairs.  When I update the pregnant actor's body I retrieve the original value for each slider and add it to the pregnancy morph.

 

Thinking about that approach a bit more, I suppose it works well so long as only one mod does it for any given set of sliders. As soon as you have a second mod trying to do the same, you'd get into a feedback loop on any sliders they're tracking in common.

Edited by vaultbait
Posted
6 hours ago, vaultbait said:

I take that to mean that what you're describing was the case up through LM 1.6.18 and then changed in 1.6.19.

 

I wasn't aware of that, but you are correct.  I just tested and if you apply the same morph with two different keywords, the larger value takes precedence.

 

This means I need to change the logic in my GetOriginalMorphs() function.  I can't assume that the latest keyword/value pair is the one that is actually applied to a slider; I need to loop through all of the keywords and store the one with the largest value.

Posted (edited)
On 5/15/2023 at 1:30 AM, vaultbait said:

 

 

 

In that case, it would be good to also check your MCM.log for lines like the ones I quoted from the copy @FappySack posted earlier. I'm pretty sure MCM's logging is on by default, so you should be able to find it in the same folder as your f4se.log (for me that's in the Documents\My Games\Fallout4\F4SE\ folder).

 

 

Good to know. I'm using Vortex, but I have no idea yet if both affected installations using MO2 is related to the problem at all. It's just another data point for the moment.

Okay so I followed the instructions above and changed the ini file to create papyrus logs but I couldn't find the logs folder in the Fallout 4 Document Folder. I did however get my MCM file which I've attached below.

 

MCM.log

Edited by Gr1mR34p8r

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