ColAugust Posted September 13, 2023 Posted September 13, 2023 (edited) 18 minutes ago, vaultbait said: Try the "build" button instead of batch building. You may be building other player body replacers which are overriding the FG one you selected, for example if you also have CBBE installed. Definitely not, I was just checking since it can complicate this quite a bit if you did have it. It says: Successfully processed the following files: <...> FemaleBody.nif I have a suggestion that I probably missing some files, also there are no presets and skins in looksmenu. And the boobs are moving unnatural, every time I'm changing sliders in looksmenu advance mode the boobs are shaking but the body doesn't change. Edited September 13, 2023 by ColAugust
vaultbait Posted September 13, 2023 Posted September 13, 2023 12 minutes ago, ColAugust said: It says: Successfully processed the following files: <...> FemaleBody.nif I have a suggestion that I probably missing some files, also there are no presets and skins in looksmenu. And the boobs are moving unnatural, every time I'm changing sliders in looksmenu advance mode the boobs are shaking but the body doesn't change. If outfits are morphing for you in-game with LooksMenu but your nude body won't, that's an indication that the game is using a different mesh than what you built. What mod manager are you using? Is BodySlide configured to put its built meshes into the game data directory or somewhere else (like MO2's virtual filesystem)? 1
ColAugust Posted September 13, 2023 Posted September 13, 2023 (edited) 12 hours ago, vaultbait said: If outfits are morphing for you in-game with LooksMenu but your nude body won't, that's an indication that the game is using a different mesh than what you built. What mod manager are you using? Is BodySlide configured to put its built meshes into the game data directory or somewhere else (like MO2's virtual filesystem)? Using MO2, BodySlide put its meshes into Fallout 4Data folder (outside the Fallout 4 folder), running BodySlide with MO2 "open with VFS" Edited September 13, 2023 by ColAugust
vaultbait Posted September 13, 2023 Posted September 13, 2023 22 minutes ago, ColAugust said: Using MO2, BodySlide put its meshes into Fallout 4Data folder (outside the Fallout 4 folder), running BodySlide with MO2 "open with VFS" I'm not an MO2 user, but I understand that getting BodySlide to play nicely with it takes some finesse in configuration. My best guess as to why clothes are morphing in game but nude bodies aren't is that your clothing came with pre-built morph meshes so the game is finding those, but whatever you're building with BodySlide is ending up in a different place than where the game is looking for them. If memory serves, there are wrong/broken pre-built nude body morph meshes shipped in the current version of FG, necessitating rebuilding them in BodySlide to get them to morph properly in-game. You might check that the Data\Meshes\Actors\Character\CharacterAssets\FemaleBody.tri file (that's what adds morphability) has a last modified timestamp in your file browser that matches the time you built the body in BodySlide, rather than perhaps the time that you installed FG (or maybe even the timestamp embedded in the mod from February when it was released). Here's a screenshot of me building the nude body with morphs by clicking the Build button, with the confirmation message which results from that action stating the path where it wrote the NIF (the TRI will be written next to it in the same folder): Spoiler
ColAugust Posted September 13, 2023 Posted September 13, 2023 14 minutes ago, vaultbait said: I'm not an MO2 user, but I understand that getting BodySlide to play nicely with it takes some finesse in configuration. My best guess as to why clothes are morphing in game but nude bodies aren't is that your clothing came with pre-built morph meshes so the game is finding those, but whatever you're building with BodySlide is ending up in a different place than where the game is looking for them. If memory serves, there are wrong/broken pre-built nude body morph meshes shipped in the current version of FG, necessitating rebuilding them in BodySlide to get them to morph properly in-game. You might check that the Data\Meshes\Actors\Character\CharacterAssets\FemaleBody.tri file (that's what adds morphability) has a last modified timestamp in your file browser that matches the time you built the body in BodySlide, rather than perhaps the time that you installed FG (or maybe even the timestamp embedded in the mod from February when it was released). Here's a screenshot of me building the nude body with morphs by clicking the Build button, with the confirmation message which results from that action stating the path where it wrote the NIF (the TRI will be written next to it in the same folder): Hide contents I don't know, there is only one file "FemaleBody,nif" located in my Fallout 4Data folder (MO2 folder), I put it directly in Fallout 4 folder (game folder) Data/Meshes/... and still nothing. If I reinstall FusionGirl directly in the Fallout 4 folder, not via MO2, would it helps?
ColAugust Posted September 13, 2023 Posted September 13, 2023 Oh, and one more thing - should I start a new game with FG body? I tried to, but got freezed with black screen after loading, so I downloaded a clear save just before leaving the vault and use it, hope its ok?
ColAugust Posted September 13, 2023 Posted September 13, 2023 Its finally worked for me, the problem was with paths - I should path BodySlide directly to Fallout 4 Data folder (at first it was pathed to virtual folder, and then just to fallout 4 main folder). Thank you very much for help @vaultbait, I've been trying to fix it for days! There is also additional topic that helped me, so if anyone would have this nude body problem - use it:
Hupfer3 Posted November 5, 2023 Posted November 5, 2023 Has anyone managed to get this to work with the companion mod "Heather Casdin - A Unique Companion Experience by llamaRCA"? I have done a bunch of testing with the newest version of RMR, but it does not do anything. Works on the vanilla companions. RMR v. 0.7 did work on Heather.
LenAnderson Posted November 5, 2023 Author Posted November 5, 2023 5 hours ago, Hupfer3 said: Has anyone managed to get this to work with the companion mod "Heather Casdin - A Unique Companion Experience by llamaRCA"? I have done a bunch of testing with the newest version of RMR, but it does not do anything. Works on the vanilla companions. RMR v. 0.7 did work on Heather. Check the papyrus logs with debug logging enabled. IIRC there should be some lines that give a clue as to whether or not RMR is at least aware of any companions.
Hupfer3 Posted November 6, 2023 Posted November 6, 2023 On 11/5/2023 at 7:30 PM, LenAnderson said: Check the papyrus logs with debug logging enabled. IIRC there should be some lines that give a clue as to whether or not RMR is at least aware of any companions. Thx for the answer. It seems like RMR is not aware of the companion mod. With Piper and Heather following the player Character. The Log mentions the Player character and Piper [11/06/2023 - 08:22:09PM] [LenARM] UnequipActorSlots: target=Nathan ([Actor < (00000014)>]) slots=[] [11/06/2023 - 08:22:09PM] [LenARM] UnequipActorSlots: target=Piper ([teleportactorscript < (00002F1F)>]) slots=[] with only Heather as a companion, i can't find any such line.
Pariahmour Posted November 8, 2023 Posted November 8, 2023 On 7/27/2023 at 12:04 PM, vaultbait said: Update in what way? RMR doesn't need/use AAF at all. Came here looking for a fix; Apparently AAF and RMR are incompatible since both use LL_FourPLay scripts? When using both, RMR prevents AAF from triggering installed animations. Just animations, though. The framework itself still works. I won't pretend to fully understand it since my modding knowledge is in Skyrim; But what I've gathered is AAF clones the character for scenes. Somehow, RMR conflicts with that function so the characters just stand clipped inside one another instead of performing the animation. Everything I've found says to let AAF overwrite RMR (which I can't do since MO2 won't let me move RMR above AAF which is a .esm), and that this issue is caused in AAF by mods that use old versions of the LL_FourPlay scripts? That last bit is where it gets fuzzy for me.
LenAnderson Posted November 8, 2023 Author Posted November 8, 2023 6 hours ago, Pariahmour said: Came here looking for a fix; Apparently AAF and RMR are incompatible since both use LL_FourPLay scripts? When using both, RMR prevents AAF from triggering installed animations. Just animations, though. The framework itself still works. I won't pretend to fully understand it since my modding knowledge is in Skyrim; But what I've gathered is AAF clones the character for scenes. Somehow, RMR conflicts with that function so the characters just stand clipped inside one another instead of performing the animation. Everything I've found says to let AAF overwrite RMR (which I can't do since MO2 won't let me move RMR above AAF which is a .esm), and that this issue is caused in AAF by mods that use old versions of the LL_FourPlay scripts? That last bit is where it gets fuzzy for me. Don't know anything about MO2. Can you not resolve conflicts on a per file basis in it? Otherwise just delete the fourplay library from RMR I guess. 1
vaultbait Posted November 8, 2023 Posted November 8, 2023 10 hours ago, Pariahmour said: Came here looking for a fix; Apparently AAF and RMR are incompatible since both use LL_FourPLay scripts? When using both, RMR prevents AAF from triggering installed animations. Just animations, though. The framework itself still works. I won't pretend to fully understand it since my modding knowledge is in Skyrim; But what I've gathered is AAF clones the character for scenes. Somehow, RMR conflicts with that function so the characters just stand clipped inside one another instead of performing the animation. Everything I've found says to let AAF overwrite RMR (which I can't do since MO2 won't let me move RMR above AAF which is a .esm), and that this issue is caused in AAF by mods that use old versions of the LL_FourPlay scripts? That last bit is where it gets fuzzy for me. Learn to use your mod manager, and set AAF's copy of the DLL to override RMR's copy. I'm a Vortex user so I can't tell you exactly what the steps are in MO2, but if you're going to be installing mods you're going to run into frequent file "conflicts" like this you'll need to resolve similarly.
Pariahmour Posted November 9, 2023 Posted November 9, 2023 2 hours ago, LenAnderson said: Don't know anything about MO2. Can you not resolve conflicts on a per file basis in it? Otherwise just delete the fourplay library from RMR I guess. I can using Xedit, but when I look for conflicts it doesn't show any. I've also tried deleting the fourplay library without any success. Meaning it didn't fix anything. So I've reached the extent of my knowledge and ability, thus coming here looking for anyone else who has had the same problem.
vaultbait Posted November 9, 2023 Posted November 9, 2023 18 hours ago, Pariahmour said: I can using Xedit, but when I look for conflicts it doesn't show any. I've also tried deleting the fourplay library without any success. Meaning it didn't fix anything. So I've reached the extent of my knowledge and ability, thus coming here looking for anyone else who has had the same problem. You're confusing record conflicts (in plugins which you can alter with xEdit) and file conflicts (which happen when two mods provide a file with the same name in the same directory). In MO2 there should be a way to say that AAF's files should be installed later than (override, overwrite) any identically named files from RMR. It may be indicated through the installation ordering list in the right-hand pane, but I've only ever seen screenshots of MO2 so can't be much help beyond this.
vaultbait Posted November 15, 2023 Posted November 15, 2023 7 hours ago, goomthegoon said: For some reason, Fusion Girl only has 1 preset for me. "Boobs Yuge.." I really wanted to the bodyfat preset but it doesnt appear for me. HELP I don't really understand what you're trying to describe. "Boobs Yuge" and "BodyFat" are sliders, not presets. Also you won't see sliders listed by RMR anyway, you would only find them in BodySlide or in LooksMenu. Can you try to explain what you're doing, or include a screenshot of what you're talking about where you only see "Boobs Yuge" appear?
kazeha9 Posted November 22, 2023 Posted November 22, 2023 Hi all . As i remember someone share slider settings to RMR (some old post) this settings was perfect for me (i know there RMR but...) if someone have info pls share it (i reinstaled all and forgot to save my mcm config file)
Spaceguest991 Posted December 11, 2023 Posted December 11, 2023 I'm having trouble with getting Radmorphing to pick up trigger mods, Like I've got the rads and Special trigger mods install but in the MCM Menu when I try and set a trigger only Rads will show up and not any special triggers.
vaultbait Posted December 11, 2023 Posted December 11, 2023 3 hours ago, Spaceguest991 said: I'm having trouble with getting Radmorphing to pick up trigger mods, Like I've got the rads and Special trigger mods install but in the MCM Menu when I try and set a trigger only Rads will show up and not any special triggers. You have SUP F4SE installed? And the DLCs? Did you try to force reinitialize RMR it in its debug MCM page? That should cause it to ask all trigger plugins to re-register. Altering a setting in one of the trigger plugins (like changing the trigger name and then changing it back again) should also force re-registration of that plugin if it's designed correctly. If none of that helps, the next place I'd check is your Papyrus log. Look for any errors related to RMR ("lenarm" appears in the messages for it, as an easy identifier, I think?) or maybe for the trigger plugin(s) you're using.
Spaceguest991 Posted December 12, 2023 Posted December 12, 2023 16 hours ago, vaultbait said: You have SUP F4SE installed? And the DLCs? Yes. 16 hours ago, vaultbait said: Did you try to force reinitialize RMR it in its debug MCM page? That should cause it to ask all trigger plugins to re-register. Altering a setting in one of the trigger plugins (like changing the trigger name and then changing it back again) should also force re-registration of that plugin if it's designed correctly. Yes, only thing that comes up in the trigger options besides Rads is --SELECT A TRIGGER-- 16 hours ago, vaultbait said: If none of that helps, the next place I'd check is your Papyrus log. Look for any errors related to RMR ("lenarm" appears in the messages for it, as an easy identifier, I think?) or maybe for the trigger plugin(s) you're using. Doesn't seem to be any errors coming up linked to RMR or lenarm. But nothing is coming up in the log when looking for RMR_Special , Only thing showing up in RMR is RMR_Rads.
vaultbait Posted December 12, 2023 Posted December 12, 2023 54 minutes ago, Spaceguest991 said: Yes. Yes, only thing that comes up in the trigger options besides Rads is --SELECT A TRIGGER-- Doesn't seem to be any errors coming up linked to RMR or lenarm. But nothing is coming up in the log when looking for RMR_Special , Only thing showing up in RMR is RMR_Rads. Is this when adding RMR to an existing save, or starting a new game? Also, RMR_Rads is definitely a plugin, like RMR_Special, so it sounds like the rads plugin is registering but the special plugin is not. I haven't used either, really, but perhaps you need to configure the special plugin before it will register itself?
Spaceguest991 Posted December 12, 2023 Posted December 12, 2023 24 minutes ago, vaultbait said: Is this when adding RMR to an existing save, or starting a new game? Also, RMR_Rads is definitely a plugin, like RMR_Special, so it sounds like the rads plugin is registering but the special plugin is not. I haven't used either, really, but perhaps you need to configure the special plugin before it will register itself? The game started with RMR installed but I've been having trouble with it so I've been doing stuff like reinstalling the mods to get it work. I don't think I've seen anything about needing to configure the plugin first on this mod page or the mod info for the special trigger but maybe I haven't been looking hard enough. I've got you're unhealthy craving mod installed as well but it doesn't seem to want to pick that up either
vaultbait Posted December 12, 2023 Posted December 12, 2023 1 hour ago, Spaceguest991 said: The game started with RMR installed but I've been having trouble with it so I've been doing stuff like reinstalling the mods to get it work. I don't think I've seen anything about needing to configure the plugin first on this mod page or the mod info for the special trigger but maybe I haven't been looking hard enough. I've got you're unhealthy craving mod installed as well but it doesn't seem to want to pick that up either Yes, you should see it log in Papyrus when UC registers its presence to RMR. I don't have the script source handy at the moment to tell you the exact message to look for, but it will probably start with "[Unhealthy Craving]". I have seen some users who ended up in a situation where RMR's main quest was stopped for some reason, and that could possibly result in the behavior you're seeing. Try disabling RMR in its MCM and then enabling it again.
Spaceguest991 Posted December 12, 2023 Posted December 12, 2023 (edited) 7 hours ago, vaultbait said: Yes, you should see it log in Papyrus when UC registers its presence to RMR. I don't have the script source handy at the moment to tell you the exact message to look for, but it will probably start with "[Unhealthy Craving]". Don't think I see it in the log either. 7 hours ago, vaultbait said: I have seen some users who ended up in a situation where RMR's main quest was stopped for some reason, and that could possibly result in the behavior you're seeing. Try disabling RMR in its MCM and then enabling it again. I have tried that a few points, but that doesn't seem to help. I think I'm going to try reinstall fallout 4 for lacking any better ideas to see if that helps somehow. Reinstalling fallout 4 doesn't seem of fixed it either. Edited December 13, 2023 by Spaceguest991
BlueCoral Posted December 13, 2023 Posted December 13, 2023 (edited) With the latest versions of this mod's requirements, the config file causes the game to go into an infinite loading loop when trying to start a new game. Edit: It appears that if I have a small enough amount of active plugins, just the mcm files will cause the never ending loading. However, once I have enough active (I currently have 93) it appears the mod in general will cause the constant loading. Edited December 13, 2023 by BlueCoral
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