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Posted
1 hour ago, DreaM MakeR said:

Love this mod, how configurate it to not affect the player?

 

When is it affecting the player? Are you seeing it temporarily add overlays to the player clone used in AAF sex scenes (known issue with a possible workaround in the post immediately before yours), or is it doing something else entirely?

  • 2 weeks later...
Posted

I am not into tatoos but this is tempting for the ability to give everyone in the wasteland proper hair where it belongs, on both sexes.

Anyone ever find any razors in any wasteland chests  or drawers??

Me neither.

and in the post apoc no one would care.

 

But it may be a lot of mods and work for just that one goal.

Maybe one could put some marks overlays on captives faction too?

But my plug in list is at 241 and that is after after careful culling of bloat.

I dont want to even be close to 255 so this keeps me from adding much stuff.

:)

Posted
2 hours ago, katrina.balanchuk said:

I am not into tatoos but this is tempting for the ability to give everyone in the wasteland proper hair where it belongs, on both sexes.

Anyone ever find any razors in any wasteland chests  or drawers??

Me neither.

and in the post apoc no one would care.

 

But it may be a lot of mods and work for just that one goal.

Maybe one could put some marks overlays on captives faction too?

But my plug in list is at 241 and that is after after careful culling of bloat.

I dont want to even be close to 255 so this keeps me from adding much stuff.

:)

well for men, that is easy (I added support for NPC Male Bodies) https://www.nexusmods.com/fallout4/mods/38676

 

however for women, unkempt body hair is considerable harder because it is a niche field *except pubic hair (but even that is fairly rare)

 

also about the plugin list (most of my replacer mods are ESL's so they shouldn't count toward your load order.) *there is a few exceptions like the mod above

Posted
7 hours ago, Invictusblade said:

well for men, that is easy (I added support for NPC Male Bodies) https://www.nexusmods.com/fallout4/mods/38676

 

however for women, unkempt body hair is considerable harder because it is a niche field *except pubic hair (but even that is fairly rare)

 

also about the plugin list (most of my replacer mods are ESL's so they shouldn't count toward your load order.) *there is a few exceptions like the mod above

Thank you.

The site will not let me give any more thumbs up today so I wanted to say thanks in the thread :)

Posted

Thanks again for this mod!

 

I'm using it without body morphs (I disabled it during installation) and I noticed that the overlays do not get applied automatically.

 

In order for the overlay to appear on an NPC I have to manually do it by using the NPC hotkey from the settings.

 

Why is this happening? How can I make it so every NPC I meet has already an overlay applied to them?

Posted
38 minutes ago, Commander_ said:

Thanks again for this mod!

 

I'm using it without body morphs (I disabled it during installation) and I noticed that the overlays do not get applied automatically.

 

In order for the overlay to appear on an NPC I have to manually do it by using the NPC hotkey from the settings.

 

Why is this happening? How can I make it so every NPC I meet has already an overlay applied to them?

 

Sounds like something's wrong, are you maybe missing a dependency (Spell Perk Item Distributor, for example)? I also disable the body morphs feature at installation because I maintain my own hand curated BodyGen config anyway so it's redundant, but I get overlays appearing on NPCs just fine.

Posted (edited)
1 hour ago, vaultbait said:

 

Sounds like something's wrong, are you maybe missing a dependency (Spell Perk Item Distributor, for example)? I also disable the body morphs feature at installation because I maintain my own hand curated BodyGen config anyway so it's redundant, but I get overlays appearing on NPCs just fine.

 

Thanks for the answer. I just rechecked and I do have all the dependencies (i.e., Spell Perk and the overlay mods I'm interested in -- Is there anything else?).

 

I reinstalled the mod and enabled body morphs to see if there's a difference. The body morphs work out of the box (i.e., when I visit a new area the NPCs have the body morphs applied to them) but the issue of the overlays still persists.

 

I also tried waiting 3 days before traveling to a new location to see if that was the problem. It is not, after 3 days the problem persists.

Here are my MCM settings to make sure that I haven't done anything wrong:

 

Spoiler

Distributor Options:

 

Spoiler

Chances of Overlays Occuring: Allow

Chances of Overlays on Companions: Disallow

How Long before Overays Distributor Occurs: 1 (I suspected that this might be the issue. I played around with the options but did not see a difference.

Factional Overlays: Allow

Eldery: Disallow

Debug: Enable with Notifications

Distributor Quests or Armor: Quests

 

General Options:

 

Spoiler

All 100%

 

General Overlay Manager:

 

Spoiler

General Overlay Chances: 100

General Overlay Options: All

General Body Hair: Enable

General Haircuts: Enable

General Eyes: Enable

 

Factional Settings: (same for all factions)

 

Spoiler

Overlay Chances: 100

Overlay Options: All

General Body Hair: Enable

General Haircuts: Enable

General Eyes: Enable

 

 

EDIT: I found the root of the problem. Random Overlay Framework has a conflict with a Autonomy Enhanced Redux. Specifically, Autonomy has a .pex file in Scripts/ that is called `INVB_Overlay_Faction_Sorter.pex` that overides the same file by ROF.

 

Edited by Commander_
Posted
36 minutes ago, Commander_ said:

I just rechecked and I do have all the dependencies (i.e., Spell Perk and the overlay mods I'm interested in -- Is there anything else?).

 

I reinstalled the mod and enabled body morphs to see if there's a difference. The body morphs work out of the box (i.e., when I visit a new area the NPCs have the body morphs applied to them) but the issue of the overlays still persists

 

I can't recall if the body morphs feature also uses SPID or is just configuring LooksMenu's BodyGen. If the latter, then it could still function even if SPID isn't working. Since SPID is a F4SE plugin, you'll need to check your f4se.log and look for lines like this indicating it's loading:

 

checking plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\po3_SpellPerkItemDistributorF4.dll
registering plugin listener for F4SE at 21 of 22
plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\po3_SpellPerkItemDistributorF4.dll (00000001 po3_SpellPerkItemDistributorF4 00000002) loaded correctly

 

If that seems okay, then next stop is the po3_SpellPerkItemDistributorF4.log in the same folder, see if it mentions any errors. If things look in order there, then move on to the papyrus0.log and look for any lines containing "invb_overlay" which might mention a problem.

Posted
12 minutes ago, vaultbait said:

 

I can't recall if the body morphs feature also uses SPID or is just configuring LooksMenu's BodyGen. If the latter, then it could still function even if SPID isn't working. Since SPID is a F4SE plugin, you'll need to check your f4se.log and look for lines like this indicating it's loading:

 

checking plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\po3_SpellPerkItemDistributorF4.dll
registering plugin listener for F4SE at 21 of 22
plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\po3_SpellPerkItemDistributorF4.dll (00000001 po3_SpellPerkItemDistributorF4 00000002) loaded correctly

 

If that seems okay, then next stop is the po3_SpellPerkItemDistributorF4.log in the same folder, see if it mentions any errors. If things look in order there, then move on to the papyrus0.log and look for any lines containing "invb_overlay" which might mention a problem.

 

Thank you! I edited my answer to include this, I found the root cause of the problem: ROF has a conflict with Autonomy Redux.

Posted
1 hour ago, Commander_ said:

I found the root of the problem. Random Overlay Framework has a conflict with a Autonomy Enhanced Redux. Specifically, Autonomy has a .pex file in Scripts/ that is called `INVB_Overlay_Faction_Sorter.pex` that overides the same file by ROF.

 

Great catch! I have both mods installed, but since this one packs the script file in a BA2 archive my mod manager doesn't notice the conflict with the loose copy in Autonomy Enhanced. I hadn't noticed any problems with the latest version of both mods installed, but ideally either one would depend on the other or the shared script would get split out into a third mod they both depend on, or the name of the copy in one mod would be renamed to no longer shadow/get shadowed by the other.

 

@Sthan Dustand @Invictusblade: That's something to sort out if it's not already on the todo list.

Posted

I have one more question.

 

I'm using Pubes Forever. I have installed the replacer addon. Pubes Forever has several pubes types (trimmed, classic, super hairy, etc.). I am interested only in the "super hairy" type. So basically, I want Random Overlay Framework to apply the pubes from Pubes Forever to NPCs but only the "super hairy" version.

 

I opened `InrLMFO4AllInOne-PubesForeverOverlays.esp` with xEdit and removed all entries that are not related to "super hairy" from "Armor", "Constructible Object", "Leveled Item", and "Quest". However, Random Overlay Framework still tries to apply all types. I monitor this use the debug messages. After deleting these entries, when ROF applies the "super hairy" type, the pubic hair appears correctly. When it tries to apply something that is not "super hairy" (e.g., "trimmed") no hair appears on the NPC (which makes sense).

 

So my question is: How can I make ROF apply only the "super hairy" type pubic hair from Pubes Forever?

Posted
On 3/19/2023 at 6:34 PM, Commander_ said:

I have one more question.

 

I'm using Pubes Forever. I have installed the replacer addon. Pubes Forever has several pubes types (trimmed, classic, super hairy, etc.). I am interested only in the "super hairy" type. So basically, I want Random Overlay Framework to apply the pubes from Pubes Forever to NPCs but only the "super hairy" version.

 

I opened `InrLMFO4AllInOne-PubesForeverOverlays.esp` with xEdit and removed all entries that are not related to "super hairy" from "Armor", "Constructible Object", "Leveled Item", and "Quest". However, Random Overlay Framework still tries to apply all types. I monitor this use the debug messages. After deleting these entries, when ROF applies the "super hairy" type, the pubic hair appears correctly. When it tries to apply something that is not "super hairy" (e.g., "trimmed") no hair appears on the NPC (which makes sense).

 

So my question is: How can I make ROF apply only the "super hairy" type pubic hair from Pubes Forever?

 

Nothing, huh? ?

Posted
On 3/20/2023 at 5:34 AM, Commander_ said:

I have one more question.

 

I'm using Pubes Forever. I have installed the replacer addon. Pubes Forever has several pubes types (trimmed, classic, super hairy, etc.). I am interested only in the "super hairy" type. So basically, I want Random Overlay Framework to apply the pubes from Pubes Forever to NPCs but only the "super hairy" version.

 

I opened `InrLMFO4AllInOne-PubesForeverOverlays.esp` with xEdit and removed all entries that are not related to "super hairy" from "Armor", "Constructible Object", "Leveled Item", and "Quest". However, Random Overlay Framework still tries to apply all types. I monitor this use the debug messages. After deleting these entries, when ROF applies the "super hairy" type, the pubic hair appears correctly. When it tries to apply something that is not "super hairy" (e.g., "trimmed") no hair appears on the NPC (which makes sense).

 

So my question is: How can I make ROF apply only the "super hairy" type pubic hair from Pubes Forever?

I have been working on other things so I haven't check these pages in a while

 

1. go into Fo4edit (download it and run it)

2(Quest).  go to the quest INVB_Overlay_PubicHair and delete everything other than your preference. (I would also move them into the other strings to fix up any issues)

Screenshot_032423_112753_AM.thumb.jpg.0c8dc98c82b39a8cdad5274222b91ce1.jpg

2(Armor). go to the Leveled items in 'bah' and select all of them and then move the item(superhairy) to the rest of them

Screenshot_032423_113125_AM.thumb.jpg.aa72f37155456ea8773e9d2cc90b3b99.jpg

3. Save them

Posted
On 3/24/2023 at 12:32 AM, Invictusblade said:

I have been working on other things so I haven't check these pages in a while

 

1. go into Fo4edit (download it and run it)

2(Quest).  go to the quest INVB_Overlay_PubicHair and delete everything other than your preference. (I would also move them into the other strings to fix up any issues)

Screenshot_032423_112753_AM.thumb.jpg.0c8dc98c82b39a8cdad5274222b91ce1.jpg

2(Armor). go to the Leveled items in 'bah' and select all of them and then move the item(superhairy) to the rest of them

Screenshot_032423_113125_AM.thumb.jpg.aa72f37155456ea8773e9d2cc90b3b99.jpg

3. Save them

 

Amazing, this works just as intended. Thank you, I appreciate that you took the time to post this!

 

Posted (edited)

This mod seems interesting, but I've got a couple of questions about it:

 

1. Currently I'm doing test runs of a new mod list before I start a proper playthrough, and I'm primarily interested in the invisible dead body fix feature of the mod for the time being. If I didn't actually pick any of the options in the installer aside from the invisible fix, are there any performance gains by disabling settings unrelated to that in the MCM menu?

 

2. Does the invisible fix only work automatically if you haven't actually encountered the body yet? I tried installing the mod after I had already stumbled upon an invisible body, but the body remained invisible until I ran the "Cycle Overlays on NPC" function from the MCM menu.

Edited by Omicr0n
Posted
4 hours ago, Omicr0n said:

This mod seems interesting, but I've got a couple of questions about it:

 

1. Currently I'm doing test runs of a new mod list before I start a proper playthrough, and I'm primarily interested in the invisible dead body fix feature of the mod for the time being. If I didn't actually pick any of the options in the installer aside from the invisible fix, are there any performance gains by disabling settings unrelated to that in the MCM menu?

 

2. Does the invisible fix only work automatically if you haven't actually encountered the body yet? I tried installing the mod after I had already stumbled upon an invisible body, but the body remained invisible until I ran the "Cycle Overlays on NPC" function from the MCM menu.

I will have a look at dead bodies again

Posted

After playing with this installed for a bit, I think I can safely say that the invisible body fix included in it doesn't work for me. I'm not sure if there's another mod in my list preventing it from working correctly, but I'm still encountering invisible dead bodies even after starting a new game with this mod already installed.

Posted (edited)
2 hours ago, Omicr0n said:

After playing with this installed for a bit, I think I can safely say that the invisible body fix included in it doesn't work for me. I'm not sure if there's another mod in my list preventing it from working correctly, but I'm still encountering invisible dead bodies even after starting a new game with this mod already installed.

so three questions

1. modded dead NPC's?

2. did you save and reload near them?

3. Where?

Edited by Invictusblade
Posted (edited)
53 minutes ago, Invictusblade said:

so three questions

1. modded dead NPC's?

2. did you save and reload near them?

3. Where?

1. If you mean modded as in the bodies were added by mods then no. The ones I've encountered were all in the base game as far as I remember.

 

2. I save frequently just out of habit due to Bethesda game instability, but I've never intentionally saved and reloaded near any of the bodies, although a couple of them are close to Sanctuary and I've definitely loaded saves there so that may count as near.

 

3. I've only been playing the early game a bit as I tested my mod list, but the ones I've seen so far are: the body in the Raider shack just outside of Sanctuary across the river, the dead Raider next to the Mongrel across the Sanctuary bridge, the dead Raider at the end of the street leading to the Museum of Freedom, and the dead Minuteman just outside the museum next to the Laser Musket.

 

Whether the bodies are invisible or not seems inconsistent, and I've also noticed that sometimes the bodies are visible when first encountered, but then if I pass by them later they're now invisible.

Edited by Omicr0n
  • 2 weeks later...
Posted

@Invictusblade Does this definitely work with dreivor tattoos for MEN? Most of the tat packs seem to be for women only, except dreivor and I've tested on a male PC, they work. But your mod won't apply the tats to men, only to women. It also only applies like 4 or 5 tats from Captive Tattoos to men. It works perfect for applying the body hair textures from NPCmalebodies though. So the mod is functioning perfectly fine , as far as I can tell - it just can't or won't apply Dreivor tats to males.

 

Is this intended?

Posted
8 hours ago, kenbenis said:

@Invictusblade Does this definitely work with dreivor tattoos for MEN? Most of the tat packs seem to be for women only, except dreivor and I've tested on a male PC, they work. But your mod won't apply the tats to men, only to women. It also only applies like 4 or 5 tats from Captive Tattoos to men. It works perfect for applying the body hair textures from NPCmalebodies though. So the mod is functioning perfectly fine , as far as I can tell - it just can't or won't apply Dreivor tats to males.

 

Is this intended?

 

I'm not sure exactly which tattoo packs are responsible (I install basically all the ones this mod supports), but I see tattoo overlays appearing on male NPCs frequently. I use BodyTalk3, though I doubt that would have anything to do with it since LooksMenu's overlay API is pretty ignorant of the body details anyway.

Posted
22 hours ago, vaultbait said:

 

I'm not sure exactly which tattoo packs are responsible (I install basically all the ones this mod supports), but I see tattoo overlays appearing on male NPCs frequently. I use BodyTalk3, though I doubt that would have anything to do with it since LooksMenu's overlay API is pretty ignorant of the body details anyway.

Do you use "replacers" when installing ROF , for the respective tattoo packs? Or non replacer option in the FOMOD.

Posted
On 4/10/2023 at 11:15 AM, kenbenis said:

Do you use "replacers" when installing ROF , for the respective tattoo packs? Or non replacer option in the FOMOD.

 

I choose the replacers, because many of the originals use an empty non-ESL ESP, and ROF's replacer plugins are all ESL-flagged ESPfe, so that saves a bunch of active plugin slots.

Posted

sorry about the late reply,

I don't really visit the threads anymore, (I am still working on the mods but a lot slower than I used to) *basically I was failing to figure out another dead NPC solution.

 

so overlays do work on males (the problem is that there isn't many overlays for men)

 

so about dreivor, I haven't updated to the latest version because it is behind a paywall (Patreon) also he uses skin overrides for most of the his tattoo's. (which should still work in ROF)

 

also about men, I have added support for NPC Male Bodies https://www.nexusmods.com/fallout4/mods/38676

(this adds a lot of muscle tones and bodyhair)

 

 

*I will have a look at dreivor work again to see if there is any missing overlays(or skins)

 

 

 

so about my failed dead NPC solution

my plan was to give everyone a nonmorphable body and then give them a spell to change them to have a morphing body.

and because spells will fail on dead NPCs, they will be stuck with the nonmorphable bodies.

 

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