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Posted

Trying to bodyslide "stumpz double x-treme CBBE" but there's no way to zap the limbs. Am I doing something wrong? And sorry if this is the wrong place to ask, I'm assuming it's from this mod.

Posted

 

The sad thing here is that getting one blinking green status light to appear on the respirator mask filter is about all that's gone right recently.

 

I've also been to get proper papyrus controlled lights. My nifs work just fine in nifscope, but crash the CK whenever I try to use them. And this is the second attempt. The first one just didn't do anything at all.  Honestly, I'm not sure it that's better or worse.

 

Posted

Well I guess that answers the question I've been wondering. Namely when the next update will be. I'm using RRS at the same time as Wasteland Dairy Framework and FPE so i would like the ability to disable the script that sends kids off. Its not exactly a rush since I'm on survival mode and haven't gotten the perks to do most of FPE and WDF yet but it would be nice.

 

Heck I have a plan to put clones of Cait, Curie and Piper up in that trinity restraint monument of yours but I can't do that currently obviously.

 

Still I understand the work you're putting in and the setbacks you've faced so I can wait. (Leaving aside the obvious that criticizing a modder and expecting things from them when they work for free is just dickish.)

Posted
7 hours ago, Farsh-nuke said:

Namely when the next update will be. I'm using RRS at the same time as Wasteland Dairy Framework and FPE so i would like the ability to disable the script that sends kids off

 

There I can help you. Try this:

 

set rrs_adopter_enable to "0"

 

Also (and I'd forgotten about this until I started trawling for other bugfixes) @Lodakai was kind enough to package up an ESL to do that automatically.

 

 

Lodakai, any objection if add that to the main file downloads?

 

7 hours ago, Farsh-nuke said:

Heck I have a plan to put clones of Cait, Curie and Piper up in that trinity restraint monument of yours but I can't do that currently obviously.

 

Yeah, I think I found that one. Something weird happened to the connect points.

 

7 hours ago, Farsh-nuke said:

Still I understand the work you're putting in and the setbacks you've faced so I can wait

 

Partly I'm being a bit of a perfectionist about this one, I suppose, and partly I'm trying out a ton of new stuff. I'll see if I can sort out that triple restraint and maybe look at  some sort of release.

 

[edit]

 

There:

 

image.png

 

Looks like I started to reorganize the snap points, and then got distracted and never got to finish the job.

 

[edit]

 

And while I'm at it, I've had a few requests for a female version of the Licensed Inseminator outfit:

 

image.png

 

Turns out the same material swap I used for the male version also works for the female. If I'd realized that earlier, I'd have done this from the start.

 

image.png

 

I'll have to see if I can do something about the badge on that cap at some point.

 

Posted

OK, this may take a little longer than planned. There's a 250M file size limit for uploads to LL, and RRS has been just under it for a while now. This version exceeds the limit, so I'm going to have to split things up a bit. Probably move the tats out, since that's where all the file size goes. Turns out those 4x

 

File size has been bumping along the 250M limit for LL uploads. Turns out all those 4096 overlays saved in dds BC7 can really eat up the file space. Whoever would have thunk it? ;) Trouble is, they need that sort of texture size or the writing degenerates into mush.

 

Also makes me wonder if I shouldn't drop the ass-tat name brands entirely. The FG versions are badly in need of an update anyway, and I'm not sure we get an awful lot for all the resources used.

Posted
16 minutes ago, DocClox said:

OK, this may take a little longer than planned. There's a 250M file size limit for uploads to LL, and RRS has been just under it for a while now. This version exceeds the limit, so I'm going to have to split things up a bit. Probably move the tats out, since that's where all the file size goes. Turns out those 4x

 

File size has been bumping along the 250M limit for LL uploads. Turns out all those 4096 overlays saved in dds BC7 can really eat up the file space. Whoever would have thunk it? ;) Trouble is, they need that sort of texture size or the writing degenerates into mush.

 

Also makes me wonder if I shouldn't drop the ass-tat name brands entirely. The FG versions are badly in need of an update anyway, and I'm not sure we get an awful lot for all the resources used.

There are some DDS compressors you can try to see if the tat's are readable. Or experiment with another export setting in the Intel DDS plugin (not the Skyrim Nvidia one) , assuming you are using Photoshop. On Skyrim LE it's not very noticeable but FO4 is indeed a bit more picky when it comes to it's textures. Splitting the download with a "texture pack" and "file pack" might result in issus with users not downloading both or not updating the texture pack etc (been there done that :P )

Posted

Thank you, Doc Clox, and thanks to the person who made the ESL.

 

With regards to Naaitsab's point perhaps the tats could either be separate so if people don't install them its not an issue. (Though people will get confused and just install the tats then wonder why the rest of the features aren't working.) Or could you host a larger file on a different site and link to it from here? Is that allowed? Would it cause problems?

 

Of course an alternative solution would be to have posters preserving the current tattoos (for putting up beside the slaves wherever they are stored) then go with simpler more easily compressed textures for the actual tattoos. I mean they are works of art but cattle branding was generally just an initial. Or three. 

Posted
32 minutes ago, naaitsab said:

There are some DDS compressors you can try to see if the tat's are readable. Or experiment with another export setting in the Intel DDS plugin (not the Skyrim Nvidia one) , assuming you are using Photoshop. On Skyrim LE it's not very noticeable but FO4 is indeed a bit more picky when it comes to it's textures. Splitting the download with a "texture pack" and "file pack" might result in issus with users not downloading both or not updating the texture pack etc (been there done that :P )

 

I'm using Paint.net and the Gimp. For some of the textures, I didn't choose the best compression method possible which doesn't help. (DDS formats are an ongoing learning experience, alas).

 

Anyway, I've pulled out the tattoos and the looksmenu config files into their own archive. If someone doesn't download that, the worst that happens is they get tops without tattoos, so I can live with that. Surprisingly, the result was still over the limit, so I cleaned some cruft out of the texture folders. Those baggy tank tops are the killers - there's a little tear by the top hem that looks really cool, but it needs to be transparent which stops me compressing the whole thing at BC1. But I clobbered  lot of old versions and "safe" backups and resized a few things that really didn't need 4k textures, and the result ought to work. If anyone gets any purple textures, they'll just have to sing out and I'll see what I can do.

Posted
38 minutes ago, DocClox said:

 

I'm using Paint.net and the Gimp. For some of the textures, I didn't choose the best compression method possible which doesn't help. (DDS formats are an ongoing learning experience, alas).

 

Anyway, I've pulled out the tattoos and the looksmenu config files into their own archive. If someone doesn't download that, the worst that happens is they get tops without tattoos, so I can live with that. Surprisingly, the result was still over the limit, so I cleaned some cruft out of the texture folders. Those baggy tank tops are the killers - there's a little tear by the top hem that looks really cool, but it needs to be transparent which stops me compressing the whole thing at BC1. But I clobbered  lot of old versions and "safe" backups and resized a few things that really didn't need 4k textures, and the result ought to work. If anyone gets any purple textures, they'll just have to sing out and I'll see what I can do.

I can highly recommend using the Intel plugin with Photoshop. The plugins for GIMP are quite basic and lack some options for tweaking. If you want to get it legally you could look into getting the Adobe 'Photography' bundle for about $10 a month if you use PS for more than modding. Or ask your local software provider for a free copy ;) 

 

You can also experiment a bit with this tool: https://www.nexusmods.com/fallout4/mods/25691?tab=description but saving the files (_D _N and _S have other defaults) can save a boat load of MB per file. So that might be your best option.

I've used these defaults for my own experiments using the Intel tool (not all are available on the Gimp addin sadly):

 

Spoiler

_D: BC1/DXT1 for high compression but lower quality, or BC7 for best quality
_N: BC5 with inverted Y (green channel)
_S: BC5 (specular on the red channel, gloss on the green, save as normal)

 

 

 

Posted
24 minutes ago, naaitsab said:

I've used these defaults for my own experiments using the Intel tool (not all are available on the Gimp addin sadly):

 

I can do all that on the Gimp :) There's an update DDS plugin that handles BC7 and its variants. The only problem is that you need to load and save them as .dds2 and then rename them again when done, so I tend to use Paint.Net to handle that.

 

Useful info on the _n and _s files. My my attempts are all over the place in RRS, I know. I hadn't realised about the inverted green on normalmaps either, although I tend to rely on NormalMap-Online for mine.

 

1 hour ago, Farsh-nuke said:

With regards to Naaitsab's point perhaps the tats could either be separate so if people don't install them its not an issue. (

 

Pretty much what I went with. Let's see what breaks with the latest release, and review after that.

 

Oh yes: RRS 0.10 now released!

Posted
6 minutes ago, Farsh-nuke said:

Any recommendations for the upgrade process?

 

Huhn. I wrote a chunk on this for the main page, went there to refresh my memory and found it never updated. The borken image I replaced it there, but not the "which file do I install?" bit.

 

Oh well:

 

  • Install raider_reform_school_0.10.7z
  • Install rrs_tattoos_0.10.7z
  • tick raider_reform_school_tattoos.esl to force the tattoo ba2 archive to load
  • You should be good to go.

Also, I think I have my first bug: all the confinement tubes seem to think they have Simone inside for some stupid reason...

Posted
1 hour ago, DocClox said:

 

Install raider_reform_school_0.10.7z

  • Install rrs_tattoos_0.10.7z
  • tick raider_reform_school_tattoos.esl to force the tattoo ba2 archive to load
  • You should be good to go.

 

Hi,  DocClox. FYI, one file is there twice while the other is missing on the download page. Thanks for continuing to work on your awesome mod :)

Posted
11 minutes ago, Karna5 said:

Hi,  DocClox. FYI, one file is there twice while the other is missing on the download page. Thanks for continuing to work on your awesome mod :)

 

Sigh... Well, you're not wrong. Clearly, it's going to be one of those days.

 

Oh well, I was going to upload a new version of the main 7z anyway to fix the Simone everywhere problem (I didn't copy the Gunner record it turns out, just renamed it) so I'll fix the missing file at the same time.

 

Here's a hotfix esp for anyone who already has the main download:

 

 

raider_reform_school_0.10.hotfix1.7z

Posted

Alright I'm going to install it now


Update. 

I forgot to install the patch and there's still not mcm toggle to disable the adoption script. Then it turns out MO2 won't just install an esl on its own so it looks like I'm going to be typing that console command in. Bah

Edit

turns out copy and paste works in the Fallout 4 console thank god

Posted

Speaking of lighting:

 

image.png

 

 

I''ve been playing with AddOn nodes, or one anyway. Some to light up the warning notice, and a few more for the glowstrips so you don't trip over the base in the dark

 

Posted

Tried building the new tattoo frame - yes, I understand it is a WIP.

 

1)  It seems really complicated.  There are three slots to assign people to?  One for the ring, one for the trolley, one for the device itself?  I don't understand.  Maybe that holotape on the trolley should have some instructions?

 

2)  Tried assigning a settler to the device itself, but they did nothing and ignored it completely.

 

3)  So I scrapped it, but it left four light fixtures behind on the floor, and these are not even selectable to be scrapped.  I guess I could just disable them in console?

picard-four-lights-8.jpg

Posted
16 minutes ago, snarfies said:

Tried building the new tattoo frame - yes, I understand it is a WIP.

 

Yeah, it's not ready for release yet.

 

16 minutes ago, snarfies said:

1)  It seems really complicated.  There are three slots to assign people to?  One for the ring, one for the trolley, one for the device itself?  I don't understand.  Maybe that holotape on the trolley should have some instructions?

 

OK. The trolley is the entry point, the other two need block activation keywords on 'em. They need to be activators because you can't stick scripts on statics. And the base shows up as an assignment target because it's got a workshopobject script on it, which it needs in order to be placed. Not sure how to get around that yet, but there's got to be a way.

 

16 minutes ago, snarfies said:

2)  Tried assigning a settler to the device itself, but they did nothing and ignored it completely.

 

The entry point is a the trolly. Assign them to that and they'll kneel on it, and once they're settled, push the button to start the sequence.

 

16 minutes ago, snarfies said:

3)  So I scrapped it, but it left four light fixtures behind on the floor, and these are not even selectable to be scrapped.  I guess I could just disable them in console?

 

 

Can't hurt. That shouldn't have happened. Or at least, I thought I fixed that bug before release. In any case, those four spots are gone now, replaced by something else that will probably contrive a way to scrap properly.

 

Thanks for the report, sorry you didn't have more success. Some instructions would probably have been useful.

Posted

I had the same problem as snarflies with the tattoo rig where scrapping it left those lights.  I reloaded an earlier save and it is no longer an issue, thankfully.  It also came with that holotape which says it is needed to make the machine work but there's no way to hook it to a terminal.  I did read that it wasn't ready for release so I understand why not but I just wanted to comment about it.  Everything else though works pretty well.

The one spreader frame brings up track lights that float in the air but they disappear when the assigned NPC is removed from the frame so it doesn't bother me but I thought I'd mention it.

Over all I am loving the mod and will be watching for further updates!

Posted

This mod slaps. I cannot wait to see where it goes. I might be a bit of a in need of reform raider latecomer so I had a few questions:

 

How do you get the respirator mask in the containment tank? Is it also crafted at the chem bench? I'm on a new save and haven't checked yet.

 

If you put the player into the tattoo stand and then use the tc / player.tc commands, do you think it would apply tattoos and such correctly?

 

Do you think it would be possible to get a sort of like... majordomo outfit down the road? Imagining a situation where you have a dominant follower who 'runs' the school and the player character is a reformed raider queen who manages the day to day. Basically the over-competent secretary who does all the work while the 'headmaster' is the one who gets the credit.

 

Love your work! Cannot wait to see where this goes ?

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