vaultbait Posted May 16, 2023 Posted May 16, 2023 3 hours ago, Gr1mR34p8r said: 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. It's worth trying to figure out for sure, since that's the primary means of diagnosing script-based mods. You used the MO2 feature to perform the game configuration edit, you didn't just open the INI file in your text editor and change it that way, right? I'm not familiar with MO2 unfortunately, but do you also run the game through MO2 or some other way? 3 hours ago, Gr1mR34p8r said: I did however get my MCM file which I've attached below. MCM.log 5.2 kB · 0 downloads Thanks, while not exactly the same as what @FappySack posted, there are some similarities. In particular, it's sort of like the game isn't finding the UnhealthyCraving.esp plugin at runtime. Are you sure you're not over your plugin limit (more than 253 non-ESL-flagged plugins active)?
lordglarthir Posted May 17, 2023 Posted May 17, 2023 I know clipping is next to impossible to get around especially when using stuff like this, but does anyone have some tips and tricks for reducing it with this mod? Say I'm using the SPECIAL plugin as intended to make grow visibly in muscles, boobs and butt, is there anything you guys do to minimize clipping? Like would it help to build a bodyslide with huge proportions and then tweak the ingame looksmenu body to be smaller so that when the body morphs it's will fit? Or should I go the other way and use a zero slider body preset or something? Or should I just accept that this is the price to pay for something like this? I wanna add that I ofc build morphs for everything in bodyslide, but that can still give clippings. Anything helps:)
vaultbait Posted May 17, 2023 Posted May 17, 2023 11 hours ago, lordglarthir said: I know clipping is next to impossible to get around especially when using stuff like this, but does anyone have some tips and tricks for reducing it with this mod? Say I'm using the SPECIAL plugin as intended to make grow visibly in muscles, boobs and butt, is there anything you guys do to minimize clipping? Like would it help to build a bodyslide with huge proportions and then tweak the ingame looksmenu body to be smaller so that when the body morphs it's will fit? Or should I go the other way and use a zero slider body preset or something? Or should I just accept that this is the price to pay for something like this? I wanna add that I ofc build morphs for everything in bodyslide, but that can still give clippings. Anything helps:) Your best option is to improve the clothing conversions you're using to be more forgiving of more extreme slider combinations. For full-body outfits (those containing an embedded body mesh) you can eliminate a lot of it with body zaps (making parts of the body mesh behind the clothing invisible so those parts simply don't render) or shrinking the body mesh back a tiny amount in those spots. For separates, or full-body outfits with a lot of transparency/lacing, you're better off refining the mesh and reconforming in problem areas or, as a last resort, expanding the meshes slightly to better accommodate less-refined parts of the body mesh.
Gr1mR34p8r Posted May 18, 2023 Posted May 18, 2023 On 5/16/2023 at 11:08 PM, vaultbait said: It's worth trying to figure out for sure, since that's the primary means of diagnosing script-based mods. You used the MO2 feature to perform the game configuration edit, you didn't just open the INI file in your text editor and change it that way, right? I'm not familiar with MO2 unfortunately, but do you also run the game through MO2 or some other way? Thanks, while not exactly the same as what @FappySack posted, there are some similarities. In particular, it's sort of like the game isn't finding the UnhealthyCraving.esp plugin at runtime. Are you sure you're not over your plugin limit (more than 253 non-ESL-flagged plugins active)? For some reason I can't get my papyrus logs to show up, I've edited both the Fallout 4 ini that is in documents and the ini that is in mo2 using the gui. Also I am well under the 253 plugin limit, so I can't see why the mod wouldn't work.
vaultbait Posted May 18, 2023 Posted May 18, 2023 9 hours ago, Gr1mR34p8r said: For some reason I can't get my papyrus logs to show up, I've edited both the Fallout 4 ini that is in documents and the ini that is in mo2 using the gui. Also I am well under the 253 plugin limit, so I can't see why the mod wouldn't work. I can't give much help with MO2, but when editing your INI files I gather you're expected to use its configuration manager (somehow) to do that. To recap, the settings to enable Papyrus script logging can be found in the CK wiki. Double-check that those values are set in one of the Fallout 4 configuration INI files and aren't set in the others (especially not set to something different). Other general advice: Check that your virus/malware scanner didn't log that it blocked access to any related files when running the game. Don't ever touch the in-game "mods" menu when using an external mod manager like MO2 either, since that can cause random mods to come unglued. Make sure you're testing with an officially licensed copy of the game, not a bootleg/cracked version.
Gr1mR34p8r Posted May 20, 2023 Posted May 20, 2023 On 5/19/2023 at 5:59 AM, vaultbait said: I can't give much help with MO2, but when editing your INI files I gather you're expected to use its configuration manager (somehow) to do that. To recap, the settings to enable Papyrus script logging can be found in the CK wiki. Double-check that those values are set in one of the Fallout 4 configuration INI files and aren't set in the others (especially not set to something different). Other general advice: Check that your virus/malware scanner didn't log that it blocked access to any related files when running the game. Don't ever touch the in-game "mods" menu when using an external mod manager like MO2 either, since that can cause random mods to come unglued. Make sure you're testing with an officially licensed copy of the game, not a bootleg/cracked version. Do I need the creation kit in order to receive a papyrus log? I have my virus/malware scanner disabled and put the item in the "Don't Scan" category so the antivirus shouldn't be an issue. Also I'm on a official copy of the game (Steam GOTY). Also I haven't touched the in game mods menu.
vaultbait Posted May 20, 2023 Posted May 20, 2023 7 hours ago, Gr1mR34p8r said: Do I need the creation kit in order to receive a papyrus log? No, the CK is not needed in order to get script logging. You're checking for the logs in your %USERPROFILE%\Documents\My Games\Fallout4\Logs\Script folder, right? If the %USERPROFILE%\Documents\My Games\Fallout4 folder doesn't exist, then the Logs folder will be somewhere adjacent to wherever your Saves folder is for Fallout 4 savegame files.
Apap Posted May 22, 2023 Posted May 22, 2023 Hi! Noticed a potential issue with how doctors are healing morphs: So, in my setup I have enabled only doctors healing morphs, use additive morphing and limit it to 100% for all sliders. Visually everything is working fine and morphing stops at set limit. However, it seems that the limit does not affect the doctors: they can register morphs beyond the set cap and will overcharge you if you keep getting rads when on full morph - see screenshot attached. Is this a bug or did I miss some setting for that? Thanks!
LenAnderson Posted May 25, 2023 Author Posted May 25, 2023 On 5/22/2023 at 12:17 PM, Apap said: Hi! Noticed a potential issue with how doctors are healing morphs: So, in my setup I have enabled only doctors healing morphs, use additive morphing and limit it to 100% for all sliders. Visually everything is working fine and morphing stops at set limit. However, it seems that the limit does not affect the doctors: they can register morphs beyond the set cap and will overcharge you if you keep getting rads when on full morph - see screenshot attached. Is this a bug or did I miss some setting for that? Thanks! That does indeed look incorrect. I cannot update the mod or do any active debugging, but I can try to figure out what's causing this if you upload your RadMorphingRedux.ini (from the MCM folder) and papyrus log. The log should of course include you talking to the doctor and getting a buggy message like in your screenshot. To increase chances you should also open the console before talking to the doctor and print the status of all your slider sets to the papyrus log. cqf lenarm_main sliderset_print 0 cqf lenarm_main sliderset_print 1 cqf lenarm_main sliderset_print 2 ... The above would write the first three slider sets to your log file (internally, slider set numbers start at 0, so the "Slider Set 1" in MCM is at index 0 internally). Do this for all slider sets you have configured. Even if they don't use additive morphing or should not have any morphs currently. Need to see all of them to get the full picture. If I can figure the problem out this way, I can at least put a note on the mod page or raise an issue on github in case anyone decides to further work on RMR.
Apap Posted May 29, 2023 Posted May 29, 2023 (edited) On 5/25/2023 at 2:44 PM, LenAnderson said: That does indeed look incorrect. I cannot update the mod or do any active debugging, but I can try to figure out what's causing this if you upload your RadMorphingRedux.ini (from the MCM folder) and papyrus log. The log should of course include you talking to the doctor and getting a buggy message like in your screenshot. To increase chances you should also open the console before talking to the doctor and print the status of all your slider sets to the papyrus log. cqf lenarm_main sliderset_print 0 cqf lenarm_main sliderset_print 1 cqf lenarm_main sliderset_print 2 ... The above would write the first three slider sets to your log file (internally, slider set numbers start at 0, so the "Slider Set 1" in MCM is at index 0 internally). Do this for all slider sets you have configured. Even if they don't use additive morphing or should not have any morphs currently. Need to see all of them to get the full picture. If I can figure the problem out this way, I can at least put a note on the mod page or raise an issue on github in case anyone decides to further work on RMR. Hey sorry, didn't have the time to play much over the weekend. Uploading the files - thanks! RadMorphingRedux.ini Papyrus.0.log Edited May 29, 2023 by Apap
LenAnderson Posted May 29, 2023 Author Posted May 29, 2023 1 hour ago, Apap said: Hey sorry, didn't have the time to play much over the weekend. Uploading the files - thanks! RadMorphingRedux.ini 3.13 kB · 0 downloads Papyrus.0.log 3.23 MB · 0 downloads I suppose I see the cause for this now. Opened an issue on GitHub. Quote SliderSet.BaseMorph is uncapped. This is fine and allows changing of the additive limit without losing "progress" on the base morphs. However, current calculation to determine how much a doctor can heal simply takes the (overall) base morph percentage which can be a lot higher than just 1.0 + AdditiveLimit. To get the currect value, this should be FullMorph - CurrentMorph. FullMorph is capped at 1.0 + AdditiveLimit, CurrentMorph is the unhealable part due to current trigger value (e.g., current radiation) and between 0.0 and 1.0. 1
LenAnderson Posted June 3, 2023 Author Posted June 3, 2023 4 hours ago, joemonkey18 said: what does it mean by rmr api not found Sounds like a trigger is complaining that it cannot find RMR. Which usually means that RMR is not installed or not running correctly. Your papyrus logs should give a little more detail.
Leadaire Posted June 6, 2023 Posted June 6, 2023 (edited) @LenAnderson Hello. I don't write any Armor slots to unequip but some clothes are going to unequip. And when I write some slots it's going to unequip chosen slots and add some slots which was don't written and was unequipped without writing. Screenshots of edition slots and effect in-game Edited June 6, 2023 by Leadaire
Leadaire Posted June 6, 2023 Posted June 6, 2023 Nevermind. I did reload the game and at now it's working normal. But I have confused by two menu of mod in MCM. 3rd position (Under FallUI folder and Lootman) and the last in list. The last one have older version in their menu's and I simply disabled second Rad Morph
Leadaire Posted June 6, 2023 Posted June 6, 2023 And maybe you can add support for Outfit Switcher mod? What's I mean: for equipped 1st set of armor is one setup of unequipped slots in Rad Morph, 2nd set of armor - other unequipped slots, for 3rd - 3rd slots and etc till 10th set.
LenAnderson Posted June 9, 2023 Author Posted June 9, 2023 On 6/6/2023 at 8:50 PM, Leadaire said: Looks like you did not remove the old version of RMR (pre v2). At least some MCM files still seem to be there. Delete them manually if you have to. Also, I'm not working on mods anymore. So any new features would have to be implemented by someone else.
N.Gamma Posted July 11, 2023 Posted July 11, 2023 Does the mod include a function that slows down the character and affects the stamina when the morph has exceeded a certain value? Or is there maybe an addon for something like that?
vaultbait Posted July 11, 2023 Posted July 11, 2023 33 minutes ago, N.Gamma said: Does the mod include a function that slows down the character and affects the stamina when the morph has exceeded a certain value? Or is there maybe an addon for something like that? It does not, since RMR can't really know what the morphs it's being asked to apply signify, so that's better done in the trigger mod itself (for example, Unhealthy Craving progressively blocks sprinting, running, jumping, crouching, increases fall damage, penalizes attributes, and so on the fatter you get).
N.Gamma Posted July 11, 2023 Posted July 11, 2023 11 minutes ago, vaultbait said: It does not, since RMR can't really know what the morphs it's being asked to apply signify, so that's better done in the trigger mod itself (for example, Unhealthy Craving progressively blocks sprinting, running, jumping, crouching, increases fall damage, penalizes attributes, and so on the fatter you get). I use Rad Morphing Redux Trigger: Rads 1.0.0 trigger, I would also like to have such a function.
vaultbait Posted July 11, 2023 Posted July 11, 2023 3 hours ago, N.Gamma said: I use Rad Morphing Redux Trigger: Rads 1.0.0 trigger, I would also like to have such a function. Feel free to reuse the code I implemented Unhealthy Craving with. Script sources are included in the mod and can be extracted directly without installing.
N.Gamma Posted July 13, 2023 Posted July 13, 2023 In the MCM under equipped items you can set which items should be unequipped from a certain morph level. Can you also enter several items there? If so, do I have to separate them with a comma or just a blank?
vaultbait Posted July 13, 2023 Posted July 13, 2023 1 minute ago, N.Gamma said: In the MCM under equipped items you can set which items should be unequipped from a certain morph level. Can you also enter several items there? If so, do I have to separate them with a comma or just a blank? You separate them with a vertical bar "|" (sometimes called a "pipe" symbol). This is what mine looks like, for example: 3|6|7|8|9|10|11|25|26 Note that the field may start out prefilled with a single space character, make sure to delete it when entering your list of values (that's how it was in RMR v1 anyway, can't recall if it got fixed for v2). 1
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