Commander_ Posted December 4, 2022 Posted December 4, 2022 (edited) Hey there, many thanks for this amazing mod! Β I have a question: During the installation process I have the option to select several addons (tattoo and pubic hair). For each one (e.g., Lewd Marks) there's a standard option and a "replacer" option. Β Β Probably I'm a noob but I have no idea what "replacer" means in this context. Assuming that I have installed Lewd Marks, which option should I pick between the standard and the "replacer", and why? Β Again, thanks for sharing this mod with the community! Edited December 4, 2022 by Commander_
Invictusblade Posted December 4, 2022 Author Posted December 4, 2022 (edited) 37 minutes ago, Commander_ said: Hey there, many thanks for this amazing mod! Β I have a question: During the installation process I have the option to select several addons (tattoo and pubic hair). For each one (e.g., Lewd Marks) there's a standard option and a "replacer" option. Β Β Probably I'm a noob but I have no idea what "replacer" means in this context. Assuming that I have installed Lewd Marks, which option should I pick between the standard and the "replacer", and why? Β Again, thanks for sharing this mod with the community! so this will be difficult to explain properly Β the non-replacer adds a new mod to the folder *_ROF.esp the replacer option replaces the existing mod esp. (I am going to explain this more) Β normally a replacer is a strict no-no but most overlay mods use an empty ESP to store data (and then use F4SE and looksmenu to access overlays) Β so with this mod, it is fine to override the overlays esp Β Β so use the replacer option if you want... 1. to use the tattoo guns from that overlay mod (it will have its own name) 2. want to reduce the amount of mods Β while the normal version 1. to use the tattoo guns from that overlay mod (it will have its own name) 2. doubles the amount of overlay mods (usually ESL's) Β and to make it even harder, the latest version of ROF doesn't even need any of those files anymore. it uses a new system now. Β whenever I get back into modding, I will post a new version of ROF with changes tot the installer Edited December 4, 2022 by Invictusblade 1
vaultbait Posted December 4, 2022 Posted December 4, 2022 44 minutes ago, Commander_ said: I have no idea what "replacer" means in this context. Β Overlay collections have ESP (or ESL-flagged ESPfe) plugins. ROF can either install separate plugins which are mastered to those overriding specific records from them, or can install replacement plugins which overwrite the ESP files from the original mods. In many cases the original mods used typical non-ESL-flagged plugins, and so take up additional active slots in your load order, while ROF's "replacer" will substitute an ESL-flagged alternative which saves you some plugin slots (possibly very many depending on how many overlay packs you install).
Commander_ Posted December 5, 2022 Posted December 5, 2022 12 hours ago, Invictusblade said: so this will be difficult to explain properly Β the non-replacer adds a new mod to the folder *_ROF.esp the replacer option replaces the existing mod esp. (I am going to explain this more) Β normally a replacer is a strict no-no but most overlay mods use an empty ESP to store data (and then use F4SE and looksmenu to access overlays) Β so with this mod, it is fine to override the overlays esp Β Β so use the replacer option if you want... 1. to use the tattoo guns from that overlay mod (it will have its own name) 2. want to reduce the amount of mods Β while the normal version 1. to use the tattoo guns from that overlay mod (it will have its own name) 2. doubles the amount of overlay mods (usually ESL's) Β and to make it even harder, the latest version of ROF doesn't even need any of those files anymore. it uses a new system now. Β whenever I get back into modding, I will post a new version of ROF with changes tot the installer Β 12 hours ago, vaultbait said: Β Overlay collections have ESP (or ESL-flagged ESPfe) plugins. ROF can either install separate plugins which are mastered to those overriding specific records from them, or can install replacement plugins which overwrite the ESP files from the original mods. In many cases the original mods used typical non-ESL-flagged plugins, and so take up additional active slots in your load order, while ROF's "replacer" will substitute an ESL-flagged alternative which saves you some plugin slots (possibly very many depending on how many overlay packs you install). Β Thank you both very much, this is exactly the information that I was looking for. From what I understand from your posts, there are no downsides from using the replacer options in ROF. Which means that I'm going the replacer route as I'm desperately trying to reduce the number of ESP files in my mod list. Thank you!Β Β Β
Commander_ Posted December 13, 2022 Posted December 13, 2022 (edited) Hey there, I'm back with a few more questions! I've skimmed this thread but didn't find what I was looking for, hopefully I didn't miss anything important. If I did, kindly pinpoint to that post. Β 1. It seems that sometimes random overlays get applied to my player character. While there's an MCM option for the overlays to get applied to companions, I don't see one for the player character. Is this a bug? Β 2a. Is there an option to disable the body morph changes? So basically allow the overlays to apply tattoos and pubic hair but the bodies themselves (e.g., breast size) stay the same. Β Β Β Β EDIT 1: I guess I should reinstall and the mod and deselect the body morph option, correct? Β 2b. Is it be possible to create and set my own body morph presets for the Random Overlay Framework to use? Or to edit your body morphs to my preference? If yes, how? I opened Bodyslide via MO2 with your mod loaded but I couldn't find any of your presets (e.g., Deathclaw_Hunter, Deathclaw_Scout, etc.). Β Β Β Β EDIT 2: I found the "templates.ini" file in "Random Overlay Framework\F4SE\Plugins\F4EE\BodyGen\INVB_OverlayFramework.esp\". I assume that editing the values in that file will achieve the effect I'm looking for, correct? If yes, manually editing these values seems like a hustle. Is there an easy way to export the values from a BodySlide preset to the format you're using in that file? Β Β Β Β EDIT 3: In "templates.ini", when I see "AppleCheeks@0.55:1.0" does it mean that AppleCheeks can take a random value between 0.55 and 1.0? Β Β Β Β EDIT 4: So correct me if I'm wrong in the following statement. Let's assume that I want to my own body morph presets to be used by Random Overlay Framework. I want to have only three body presets (e.g., ThinPreset, AveragePreset, LargePreset). For each preset, I would like some small random variation (e.g., slightly smaller/larger breasts, etc.). To do so, I would do the following: I would create a new line in "templates.ini" with with the values that I want for each preset. E.g., "ThinPreset=Ankles@0.00:0.10, AppleCheeks@0.00:0.10 [...]". This means that for the ThinPreset, the ankles can have any size between 0.00 and 0.10, correct? I will do the same for AveragePreset and LargePreset. Then, I will go to "morphs.ini" and change the fourth line to something like this: "All|Female|HumanRace=ThinPreset|AveragePreset|LargePreset". Will that work? And is anything else that I need to do for it to work? Β Again, thanks for this great mod! Β Edited December 13, 2022 by Commander_
vaultbait Posted December 13, 2022 Posted December 13, 2022 4 hours ago, Commander_ said: Hey there, I'm back with a few more questions! I've skimmed this thread but didn't find what I was looking for, hopefully I didn't miss anything important. If I did, kindly pinpoint to that post. Β 1. It seems that sometimes random overlays get applied to my player character. While there's an MCM option for the overlays to get applied to companions, I don't see one for the player character. Is this a bug? Β Are you seeing this outside of AAF scenes? So far it's just the player clone in AAF scenes which seems to not get properly skipped for me. There's some delay but around 10 seconds into the scene suddenly whatever the doppleganger was wearing disappears (even protected equipment and things flagged as no-strip), and then some random tattoos show up. Those don't appear on my normal player body after the scene ends though. Β 4 hours ago, Commander_ said: 2a. Is there an option to disable the body morph changes? So basically allow the overlays to apply tattoos and pubic hair but the bodies themselves (e.g., breast size) stay the same. Β Β Β Β EDIT 1: I guess I should reinstall and the mod and deselect the body morph option, correct? Β Yes, it's controlled through the FOMOD installer menu, not MCM. Β 4 hours ago, Commander_ said: 2b. Is it be possible to create and set my own body morph presets for the Random Overlay Framework to use? Or to edit your body morphs to my preference? If yes, how? I opened Bodyslide via MO2 with your mod loaded but I couldn't find any of your presets (e.g., Deathclaw_Hunter, Deathclaw_Scout, etc.). Β Β Β Β EDIT 2: I found the "templates.ini" file in "Random Overlay Framework\F4SE\Plugins\F4EE\BodyGen\INVB_OverlayFramework.esp\". I assume that editing the values in that file will achieve the effect I'm looking for, correct? If yes, manually editing these values seems like a hustle. Is there an easy way to export the values from a BodySlide preset to the format you're using in that file? Β Β Β Β EDIT 3: In "templates.ini", when I see "AppleCheeks@0.55:1.0" does it mean that AppleCheeks can take a random value between 0.55 and 1.0? Β Β Β Β EDIT 4: So correct me if I'm wrong in the following statement. Let's assume that I want to my own body morph presets to be used by Random Overlay Framework. I want to have only three body presets (e.g., ThinPreset, AveragePreset, LargePreset). For each preset, I would like some small random variation (e.g., slightly smaller/larger breasts, etc.). To do so, I would do the following: I would create a new line in "templates.ini" with with the values that I want for each preset. E.g., "ThinPreset=Ankles@0.00:0.10, AppleCheeks@0.00:0.10 [...]". This means that for the ThinPreset, the ankles can have any size between 0.00 and 0.10, correct? I will do the same for AveragePreset and LargePreset. Then, I will go to "morphs.ini" and change the fourth line to something like this: "All|Female|HumanRace=ThinPreset|AveragePreset|LargePreset". Will that work? And is anything else that I need to do for it to work? Β If you're going to customize it anyway, I recommend just configuring BodyGen yourself the way it was meant to be used. BodyGen already allows you to configure the automatic application of randomly selected templates (including randomized values from ranges for sliders) to all NPCs.
Invictusblade Posted December 14, 2022 Author Posted December 14, 2022 9 hours ago, vaultbait said: Β Are you seeing this outside of AAF scenes? So far it's just the player clone in AAF scenes which seems to not get properly skipped for me. There's some delay but around 10 seconds into the scene suddenly whatever the doppleganger was wearing disappears (even protected equipment and things flagged as no-strip), and then some random tattoos show up. Those don't appear on my normal player body after the scene ends though. so I am trying to fix this issues by adding more strings to the blacklist (I, Me, Us, We, maybe a couple of others) Β but I have been working on the latest version of FPE Redux. (fixes to condoms, Labour quest, several others) Β and I apparently caught Covid(very light case) so my work will decrease. Β 1
rubber_duck Posted January 12, 2023 Posted January 12, 2023 First of all, ROF has been in my load order for years; great job @Invictusblade! Β After running it for so long I have never experienced any issues with it (well, apart from overlapping overlays, but that isn't the fault of the mod, obviously)! Β With that said, I have a noob question - which file do I need to download for SPID version? I can see 2 identical files once I click on Download - both are the same version, same name, same size and same upload date. It might be better to upload these files with different names. Β At the moment I'm running ROF v1.50beta and I want to update to the latest version for my new playthrough. Β Keep up the good work and take care!
vaultbait Posted January 12, 2023 Posted January 12, 2023 59 minutes ago, rubber_duck said: With that said, I have a noob question - which file do I need to download for SPID version? I can see 2 identical files once I click on Download - both are the same version, same name, same size and same upload date. It might be better to upload these files with different names. Β Look closely, the two most recent uploads were made a day apart, and the newer one has a "b" at the end of the version. That's the latest one: INVB_OverlayFramework v2.15b.7z
rubber_duck Posted January 12, 2023 Posted January 12, 2023 34 minutes ago, vaultbait said: Β Look closely, the two most recent uploads were made a day apart, and the newer one has a "b" at the end of the version. That's the latest one: INVB_OverlayFramework v2.15b.7z Β Figured it out, thanks! I guess I shouldn't mod stuff while tired ?
rubber_duck Posted January 14, 2023 Posted January 14, 2023 (edited) I think I broke something... Β I started a new save with ROF 2.15b, played a bit, but decided to ditch the save. Then, I removed ROF 2.15b and reverted back to 1.50b. Started a new save once more, played a bit with no issues, and when I reached Concord to do the first mission I was greeted by some issues - black body textures on females and whatever this might be textures on males. Β I haven't touched body textures for months now, haven't installed/uninstalled anything. The only mod I modified was ROF - at first (when everything was working properly) I used 1.50b; then I updated to 2.15b and started a new save; then I removed 2.15b, reverted back to 1.50b and started a new save once more. Β Some female NPCs (especially the darker-skinned ones) are commonly having the issue and males are random. Though I should point out that the issue seems to be more present on darker-skinned NPCs, for some reason or another. Β Hopefully someone knows how to fix this/what the culprit is. Thanks in advance! Edited January 14, 2023 by rubber_duck
rubber_duck Posted January 14, 2023 Posted January 14, 2023 4 hours ago, rubber_duck said: I think I broke something... Β I started a new save with ROF 2.15b, played a bit, but decided to ditch the save. Then, I removed ROF 2.15b and reverted back to 1.50b. Started a new save once more, played a bit with no issues, and when I reached Concord to do the first mission I was greeted by some issues - black body textures on females and whatever this might be textures on males. Β I haven't touched body textures for months now, haven't installed/uninstalled anything. The only mod I modified was ROF - at first (when everything was working properly) I used 1.50b; then I updated to 2.15b and started a new save; then I removed 2.15b, reverted back to 1.50b and started a new save once more. Β Some female NPCs (especially the darker-skinned ones) are commonly having the issue and males are random. Though I should point out that the issue seems to be more present on darker-skinned NPCs, for some reason or another. Β Hopefully someone knows how to fix this/what the culprit is. Thanks in advance! Β [UPDATE: Found the culprit - ROF NOT RESPONSIBLE] Β After several hours troubleshooting (what a way to spend the Saturday, eh?), I've found the culprit! Β I might be wrong here, but the issue was with ENB itself! In short, at the time of experiencing the issue I was running ENB 0.487 and after reverting back to 0.478 the issue appears to be solved! However, worth pointing out is that both at the time of experiencing the issue and fixing it (reverting to older ENB), my GTX 1060 wasn't updated to the latest drivers. Β Hope this helps to anyone running into similar issues.
vaultbait Posted January 14, 2023 Posted January 14, 2023 2 minutes ago, rubber_duck said: I might be wrong here, but the issue was with ENB itself! In short, at the time of experiencing the issue I was running ENB 0.487 and after reverting back to 0.478 the issue appears to be solved! Β Note that 0.487 got quietly updated yesterday (version number is still the same but there's a newer DLL in the zip), though the only change I'm aware of is that it expanded complex parallax support to include landscape textures. No idea if it might have included some bug fixes too. Though if you're not testing out complex parallax speculars, there's probably no reason to use 0.487 anyway.
rubber_duck Posted January 14, 2023 Posted January 14, 2023 3 hours ago, vaultbait said: Β Note that 0.487 got quietly updated yesterday (version number is still the same but there's a newer DLL in the zip), though the only change I'm aware of is that it expanded complex parallax support to include landscape textures. No idea if it might have included some bug fixes too. Though if you're not testing out complex parallax speculars, there's probably no reason to use 0.487 anyway. Β I have no idea - the last time I checked 0.478 was the most recent on the list. Β Honestly, I'm not even gonna bother with ENBs any more. Β Yesterday when I drove home (a solid 45-minute drive) I planned which mods I'm gonna remove, which ones I'll add and start the new FO4 playthrough. Excluding my test saves, I've been actually playing the damn' game on the same save since September (that's a long time ago!). However, once I set up everything and started playing it I noticed that issue with body textures. Β I planned to spend cold and foggy Saturday with a cup of coffee, some vape, great food and new, fresh Fallout 4 save. What I got instead was cold, foggy, miserable Saturday where instead of enjoying the game I spent majority of the time on the Internet gathering info about the issue, rearranging my load order, enabling certain plugins, disabling the others, etc. Β I'm not planning to update ENB anytime soon as 0.478 works just fine. On top of that, my ENB preset (Quantum Horizons) also got updated a few months (?) ago and I was among the first ones to check it out. I was disappointed with how it looked but couldn't roll back to the older version as I forgot to copy the enbseries directory. I had to install the preset again and tweak it to my liking again (which was pretty big deal as I've customized nearly every aspect of it so there was a lot to do). Β Either way, I'm glad the issue is resolved. And I'm sorry for posting this to ROF page (the issue definitely isn't related to ROF). Thanks for replying and take care!
vaultbait Posted January 15, 2023 Posted January 15, 2023 4 hours ago, rubber_duck said: the last time I checked 0.478 was the most recent on the list. Β The ENBSeries download page layouts can be confusing. When you click into the 0.487 download page the actual version information appears in bold above the list of older versions, and isn't readily obvious. I've seen people comment elsewhere that they saw the listed versions with 0.478 appearing "first" and thought the same. 1
Dez65 Posted January 18, 2023 Posted January 18, 2023 (edited) On 1/14/2023 at 12:58 PM, rubber_duck said: I started a new save with ROF 2.15b, played a bit, but decided to ditch the save. Then, I removed ROF 2.15b and reverted back to 1.50b. Started a new save once more, played a bit with no issues, and when I reached Concord to do the first mission I was greeted by some issues - black body textures on females and whatever this might be textures on males. I can't access the sites where the pics on this comment are posted but it sounds distressingly like what I'm experiencing.Β Β See spoiler.Β I'm also using .487 ENB.Β Ulfberto of AM2 and UAP is helping but I'm not sure its a body texture issue.Β Any troubleshooting thoughts would be appreciate. Spoiler Β Edited January 18, 2023 by Dez65
Dez65 Posted January 18, 2023 Posted January 18, 2023 e On 1/14/2023 at 1:03 PM, vaultbait said: Note that 0.487 got quietly updated yesterday (version number is still the same but there's a newer DLL in the zip), though the only change I'm aware of is that it expanded complex parallax support to include landscape textures. No idea if it might have included some bug fixes too. Though if you're not testing out complex parallax speculars, there's probably no reason to use 0.487 anyway. It turned out to be the earlier release of .487 for me.Β Just installed the most recent version and the problem seems to be gone.Β It was limited apparently to Black NPCs and I checked Tinker Tom, Hawthorne and Kells (the first two had shown the issue but I hadn't previously checked the latter) and no more blue bodies!Β Thanks for the clue guys!
vaultbait Posted February 5, 2023 Posted February 5, 2023 @Invictusblade: I finally took the time to skim the SPID docs, and fixing it so ROF doesn't alter the AAF doppleganger is as simple as adding an exclusion filter for its CK refname. I updated my copy of INVB_OverlayFramework_DISTR.ini to look like this and it seems to have solved the issue for me: Β Spell = 0x52B7~INVB_OverlayFramework.esp|NONE|0xEAFB6,0x13746,-AAF_Doppelganger Β Hope that helps! 2
Invictusblade Posted February 6, 2023 Author Posted February 6, 2023 On 2/5/2023 at 5:10 PM, vaultbait said: @Invictusblade: I finally took the time to skim the SPID docs, and fixing it so ROF doesn't alter the AAF doppleganger is as simple as adding an exclusion filter for its CK refname. I updated my copy of INVB_OverlayFramework_DISTR.ini to look like this and it seems to have solved the issue for me: Β Spell = 0x52B7~INVB_OverlayFramework.esp|NONE|0xEAFB6,0x13746,-AAF_Doppelganger Β Hope that helps! thanks, that is a lot simpler than my methods
mikey7979 Posted February 6, 2023 Posted February 6, 2023 On 2/5/2023 at 12:10 AM, vaultbait said: @Invictusblade: I finally took the time to skim the SPID docs, and fixing it so ROF doesn't alter the AAF doppleganger is as simple as adding an exclusion filter for its CK refname. I updated my copy of INVB_OverlayFramework_DISTR.ini to look like this and it seems to have solved the issue for me: Β Spell = 0x52B7~INVB_OverlayFramework.esp|NONE|0xEAFB6,0x13746,-AAF_Doppelganger Β Hope that helps! Thank You!!!!!!..........Thank You!!!!!!!.......Thank You!!!!!!!!!!
Invictusblade Posted February 14, 2023 Author Posted February 14, 2023 On 2/5/2023 at 5:10 PM, vaultbait said: @Invictusblade: I finally took the time to skim the SPID docs, and fixing it so ROF doesn't alter the AAF doppleganger is as simple as adding an exclusion filter for its CK refname. I updated my copy of INVB_OverlayFramework_DISTR.ini to look like this and it seems to have solved the issue for me: Β Spell = 0x52B7~INVB_OverlayFramework.esp|NONE|0xEAFB6,0x13746,-AAF_Doppelganger Β Hope that helps! so I finally did some Fallout 4 testing (I have been playing other games lately (Hitman 3 Freelancer, Rimworld and whatever PS5 games at the moment)) also getting the recent DLSS ModΒ help a lot (which I love because it has stopped my computer sounding like a hair dryer) Β does this work for anyone because it doesn't work for me. it simply fails and nothing gets distributed.
vaultbait Posted February 14, 2023 Posted February 14, 2023 8 hours ago, Invictusblade said: so I finally did some Fallout 4 testing (I have been playing other games lately (Hitman 3 Freelancer, Rimworld and whatever PS5 games at the moment)) also getting the recent DLSS ModΒ help a lot (which I love because it has stopped my computer sounding like a hair dryer) Β does this work for anyone because it doesn't work for me. it simply fails and nothing gets distributed. Β Good point, I did test that it stopped modifying the AAF doppleganger in animations, but I don't remember for sure whether I confirmed the mod was still putting overlays on NPCs. It's entirely possible that it fixed the body double by just breaking the mod. Β I'll make a point to retest it properly and let you know. That said, according to the SPID documentation it should be possible to put an exclusion in the config so that it will skip refs spawned from the AAF_Doppleganger form in AAF's plugin, as long as we can get the syntax correct.
Invictusblade Posted February 15, 2023 Author Posted February 15, 2023 9 hours ago, vaultbait said: Β Good point, I did test that it stopped modifying the AAF doppleganger in animations, but I don't remember for sure whether I confirmed the mod was still putting overlays on NPCs. It's entirely possible that it fixed the body double by just breaking the mod. Β I'll make a point to retest it properly and let you know. That said, according to the SPID documentation it should be possible to put an exclusion in the config so that it will skip refs spawned from the AAF_Doppleganger form in AAF's plugin, as long as we can get the syntax correct. well I did a fix in the script (but I cannot remember if I ever posted the fix because I have been really lazy lately) Β I basically added a heap of If's to the start of the script If (akTarget.GetLeveledActorBase().GetName() == PlayerREF.GetLeveledActorBase().GetName() || akTarget.GetLeveledActorBase().GetName() == "I" || akTarget.GetLeveledActorBase().GetName() == "Us" || akTarget.GetLeveledActorBase().GetName() == "Me" || akTarget.GetLeveledActorBase().GetName() == "You") if the Target has the same name as the player or is called "I" "Me" "Us" "You" AAF uses this one (btw I tried replacing AAF_Doppleganger with You and it doesn't work) Β Β so this might help with mods that show yourself as a memory or something. Β Β btw I am working on performance fixes and getting nowhere INVB_Overlay_Faction_Sorter.pex
georgechalkias Posted February 15, 2023 Posted February 15, 2023 (edited) A few questions. - If I select companions to have overlays, they will automatically get one and its saved permanently until you delete it via SLM/Looksmenu, right? - Does this mod apply random overlay on my character? Cause I don't wanna. - If this mod applies random tattoo to a NPC. Will that tattoo be saved permanently on that NPC? Assuming it'll stay there even after saving and loading the save. Β Thanks! Mod looks interesting and makes NPCs look less generic (ie. they should finally have tats). Edited February 15, 2023 by georgechalkias
vaultbait Posted February 16, 2023 Posted February 16, 2023 On 2/14/2023 at 9:47 AM, Invictusblade said: so I finally did some Fallout 4 testing (I have been playing other games lately (Hitman 3 Freelancer, Rimworld and whatever PS5 games at the moment)) also getting the recent DLSS ModΒ help a lot (which I love because it has stopped my computer sounding like a hair dryer) Β does this work for anyone because it doesn't work for me. it simply fails and nothing gets distributed. Β Just to be sure I switched to this way, which is more explicit, and I definitely see ROF still adding overlays to NPCs: Β Spell = 0x52B7~INVB_OverlayFramework.esp|NONE|0xEAFB6,0x13746,-0x72E2~AAF.esm Β Maybe see if that's any better for you? Also, make sure you've got the latest version of SPID installed, I don't know when exactly it added the exclusion syntax. 1
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