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Posted
16 hours ago, Invictusblade said:

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.

 

Out of curiosity, why didn't that solution work out?

Posted
On 4/21/2023 at 4:03 AM, vaultbait said:

 

Out of curiosity, why didn't that solution work out?

I am not sure, it simply didn't work but maybe I did a couple of things before testing that caused it not to work (I have been playing around with robco patcher (I will be adding support sooner or later) *I am still hopeful for armor equipper version (spells do not work on Dead NPCs but armor scripts do work on them)

 

also there was a couple of other issues (maybe I could fix them if it worked in the first place) *such as ensuring that dirty skin gets a dirty skin override and clean for clean.

  • 2 weeks later...
Posted

Hi, first of all, thank you for your work. Your mod is amazing.

 

I'm having one of the same kind of problem as the one visible on the previous page : NPCs get overlays only when I trigger manualy the random cycle in the MCM.

 

So I checked the f4se.log and po3_SpellPerkItemDistributorF4.log and it's all good. But I get this for several lines on to the papyrus0.log :

 

error: Property Custom_strings_F_02_String on script invb_overlay_quest attached to INVB_Overlay_Blank (0A0052FB) cannot be initialized because the value is the incorrect type

 

I've searched but I can not seem to find what this mean. Pretty sure the answer is quite simple but I'm quite bad at modding so I might as well ask directly.

 

Thank you anyway, great mod !

 

Posted (edited)

Hello, Invictusblade! 

Thanks for this great thing, that really changes the mood of game at all.  

Used this for a quite long time, until decided to do something new. Started to edit some (Tissermman's) overlays for slaves from Human Resources to add some branding stile. Then some skin pimples, acne, moles, birthmarks, femail body hair and so on. After a while thought, that random and various tattoos gives people some diversity, by all means. But my idea is to make random their skin type. So I did a few dosen of body overlays for that, cos game give us only clean and dirty. It's disappointing to see copy of dirty splashen on the same part of bodies and so on. People have scratches, damaged knees (especially if u using aaf) pimples, bruises (not only 3 types), and even varicosis and stretch marks. 

   So I decided to test my overlays with your ROF. Missed little guide to "make you oun overlays" and just replaced some textures and bgems in one of supported archives *.BA. It worked. But it's not correct way. Then I tryed to read carefully your guide and stucked at point, where there is some screenshot with 3 "conflicting" (green) esps in FO4edit. I edited blank esp, swithed it on and it didn't work. After making some patch (overrided into..) some lines in QUEST section of you main file (just added the name of my overlay esp and writed down all my texture names), I managed it to work. Moreover, I edited ModukeConfig.xml in your FOMOD folder and get my overlays show in options during instalation. But  this works only through ARMOR method. But there new glitch occurs: all my overlays start spamming on nps, randomly, but intensive. Quest method doesn't working at all unfortunately. Is there some direction for solution checklist?

Main questions /that's all about pubic hair, I've got 15 for blondes and 15 for brunettes/:

1. - Should I edit main INVB_OverlayFramework.esp adding my overlays names in "Quest" section? (I made addition override record in INVB_ROF_patch for that and added name porkPubes.esp and all names of my overlays under quest/vmad/script/properties/property/propertyName/=Custom_strings_F_04_String= <added this after "Custom_strings_F_03_String", writen before>

2. - Should I dublicate records in my porkPubes.esp from PH_PubicHair_Tattoo to PH_PubicHair_Tattoo_Single and PH_PubicHair_Tattoo_Reusable in my ARMOR section?

3. - Never seen Int_Count section in others esps. But it mentioned in your guide. Is it so important thing for working? in ARMOR section after listing of overlays names, huh?

4. - Ok, Concerning future questions. Is there chance to implement temporary overlays after some events, for example aaf animation or walking barefoot, or after radiation storm or just after encounting with enemies? As for CumOverlays mod. And let those overlays disappear after some timer?

thank you in advance!

porkPubes.esp INVB_ROF_patch.esp

Edited by Jeffey67
Posted

sorry for the delay, I have been modding a little bit (beta testing WDF and FPE at the moment) as well as playing "The Division 2" and Satisfactory and a few others

 

On 5/7/2023 at 5:55 AM, Clenches said:

Hi, first of all, thank you for your work. Your mod is amazing.

 

I'm having one of the same kind of problem as the one visible on the previous page : NPCs get overlays only when I trigger manualy the random cycle in the MCM.

 

So I checked the f4se.log and po3_SpellPerkItemDistributorF4.log and it's all good. But I get this for several lines on to the papyrus0.log :

 

error: Property Custom_strings_F_02_String on script invb_overlay_quest attached to INVB_Overlay_Blank (0A0052FB) cannot be initialized because the value is the incorrect type

 

I've searched but I can not seem to find what this mean. Pretty sure the answer is quite simple but I'm quite bad at modding so I might as well ask directly.

 

Thank you anyway, great mod !

 

well it should do nothing, I added that to be a backup

 

I will have a look at the distribution issues. (it could be a couple of things(settings or SPID or something else))

16 hours ago, Jeffey67 said:

Hello, Invictusblade! 

Thanks for this great thing, that really changes the mood of game at all.  

Used this for a quite long time, until decided to do something new. Started to edit some (Tissermman's) overlays for slaves from Human Resources to add some branding stile. Then some skin pimples, acne, moles, birthmarks, femail body hair and so on. After a while thought, that random and various tattoos gives people some diversity, by all means. But my idea is to make random their skin type. So I did a few dosen of body overlays for that, cos game give us only clean and dirty. It's disappointing to see copy of dirty splashen on the same part of bodies and so on. People have scratches, damaged knees (especially if u using aaf) pimples, bruises (not only 3 types), and even varicosis and stretch marks. 

   So I decided to test my overlays with your ROF. Missed little guide to "make you oun overlays" and just replaced some textures and bgems in one of supported archives *.BA. It worked. But it's not correct way. Then I tryed to read carefully your guide and stucked at point, where there is some screenshot with 3 "conflicting" (green) esps in FO4edit. I edited blank esp, swithed it on and it didn't work. After making some patch (overrided into..) some lines in QUEST section of you main file (just added the name of my overlay esp and writed down all my texture names), I managed it to work. Moreover, I edited ModukeConfig.xml in your FOMOD folder and get my overlays show in options during instalation. But  this works only through ARMOR method. But there new glitch occurs: all my overlays start spamming on nps, randomly, but intensive. Quest method doesn't working at all unfortunately. Is there some direction for solution checklist?

Main questions /that's all about pubic hair, I've got 15 for blondes and 15 for brunettes/:

1. - Should I edit main INVB_OverlayFramework.esp adding my overlays names in "Quest" section? (I made addition override record in INVB_ROF_patch for that and added name porkPubes.esp and all names of my overlays under quest/vmad/script/properties/property/propertyName/=Custom_strings_F_04_String= <added this after "Custom_strings_F_03_String", writen before>

2. - Should I dublicate records in my porkPubes.esp from PH_PubicHair_Tattoo to PH_PubicHair_Tattoo_Single and PH_PubicHair_Tattoo_Reusable in my ARMOR section?

3. - Never seen Int_Count section in others esps. But it mentioned in your guide. Is it so important thing for working? in ARMOR section after listing of overlays names, huh?

4. - Ok, Concerning future questions. Is there chance to implement temporary overlays after some events, for example aaf animation or walking barefoot, or after radiation storm or just after encounting with enemies? As for CumOverlays mod. And let those overlays disappear after some timer?

thank you in advance!

porkPubes.esp 3.25 kB · 1 download INVB_ROF_patch.esp 6.41 kB · 1 download

I will have a look

 

I will admit that the biggest flaw with the new quest based system is that it makes third party mods(such as yours) a lot harder to work with.

 

I will go over your questions tomorrow (it is 11:30pm at the moment) and give you some answers sooner or later. (I will try for the morning)

Posted
40 minutes ago, Invictusblade said:

sorry for the delay, I have been modding a little bit (beta testing WDF and FPE at the moment) as well as playing "The Division 2" and Satisfactory and a few others

 

well it should do nothing, I added that to be a backup

 

I will have a look at the distribution issues. (it could be a couple of things(settings or SPID or something else))

I will have a look

 

I will admit that the biggest flaw with the new quest based system is that it makes third party mods(such as yours) a lot harder to work with.

 

I will go over your questions tomorrow (it is 11:30pm at the moment) and give you some answers sooner or later. (I will try for the morning)

It's ok, ofcourse I understand. I remember your location)

Addition info: - Today I did some experiment. Notised, that there is only 3 records in main esp in QUEST sections: VMAD/Scripts/Script/Properties... "Custom_strings_F_01_Mod", "Custom_strings_F_03_Mod" and "Custom_strings_F_03_Mod". And my was added as "Custom_strings_F_04_Mod". I've swapped last two changed my on 03 and assigned another to 04. And it made a sence. My overlays start applying via Quest method. Wow! So I think, there is some limitting string somwere in INVB_OverlayFramework.esp. At least it seems so to me.. Going 2 check. 

Posted
13 hours ago, Jeffey67 said:

It's ok, ofcourse I understand. I remember your location)

Addition info: - Today I did some experiment. Notised, that there is only 3 records in main esp in QUEST sections: VMAD/Scripts/Script/Properties... "Custom_strings_F_01_Mod", "Custom_strings_F_03_Mod" and "Custom_strings_F_03_Mod". And my was added as "Custom_strings_F_04_Mod". I've swapped last two changed my on 03 and assigned another to 04. And it made a sence. My overlays start applying via Quest method. Wow! So I think, there is some limitting string somwere in INVB_OverlayFramework.esp. At least it seems so to me.. Going 2 check. 

I will have a look at my end,

 

I think I added a reset command in MCM

 

it is under 'Uninstallation Process' (which I should rename)

"Restarts Random Overlay Framework MCM"

try that and see if it works

Posted

TY for your response. 

 

I deleted and reinstalled everything (game, vortex files, mods) and the mod seems to work on ennemies (I have the same modlist installed). So I dont know what went wrong the first time but its progress I take it. 

 

Still, overlays dont get applied on captives from CC mod (if I cycle they appear but they dont spontaneously) so thats my new problem. I know it looks like problems described at page 12 of this topic but I dont know if their is a solution yet, its not clear.

Posted (edited)
8 hours ago, Invictusblade said:

I will have a look at my end,

 

I think I added a reset command in MCM

 

it is under 'Uninstallation Process' (which I should rename)

"Restarts Random Overlay Framework MCM"

try that and see if it works

Well yeah. I noticed this button. And always use it before testing changes I made. The main quastion by now is - is there a way to add some more than three strings in main master for PubicHair overlays, or there's only way to replace some of integrated (lnrLMFO4AllInOne-AdditionalPubicHairOverlays, lnrLMFO4AllInOne-PubesForeverOverlays and ws_pubes). Cos I can see my overlays only if I replace one of them by mine. If I add my by number 4 (adding Custom_strings_F_04_Mod section} it doesn't work, showing only those, which under first three sections. All is about editing main file INVB_OverlayFramework.esp. I mean patching it with *.esp "copy as override..."

image2.jpg

Edited by Jeffey67
added image
Posted
6 hours ago, Clenches said:

TY for your response. 

 

I deleted and reinstalled everything (game, vortex files, mods) and the mod seems to work on ennemies (I have the same modlist installed). So I dont know what went wrong the first time but its progress I take it. 

 

Still, overlays dont get applied on captives from CC mod (if I cycle they appear but they dont spontaneously) so thats my new problem. I know it looks like problems described at page 12 of this topic but I dont know if their is a solution yet, its not clear.

I am not entirely sure what is the issue with Captives.

 

I will have another look at it

 

1 hour ago, Jeffey67 said:

Well yeah. I noticed this button. And always use it before testing changes I made. The main quastion by now is - is there a way to add some more than three strings in main master for PubicHair overlays, or there's only way to replace some of integrated (lnrLMFO4AllInOne-AdditionalPubicHairOverlays, lnrLMFO4AllInOne-PubesForeverOverlays and ws_pubes). Cos I can see my overlays only if I replace one of them by mine. If I add my by number 4 (adding Custom_strings_F_04_Mod section} it doesn't work, showing only those, which under first three sections. All is about editing main file INVB_OverlayFramework.esp. I mean patching it with *.esp "copy as override..."

image2.jpg

I will try it using creation kit

 

in Creation kit, it threw up a couple of errors (so there might be something deeper in the mod (that is not accessible via other editors)

 

try this esp

INVB_ROF_patch.esp

Posted (edited)
1 hour ago, Invictusblade said:

I am not entirely sure what is the issue with Captives.

 

I will have another look at it

 

I will try it using creation kit

 

in Creation kit, it threw up a couple of errors (so there might be something deeper in the mod (that is not accessible via other editors)

 

try this esp

INVB_ROF_patch.esp 6.42 kB · 1 download

Unfortunately didn't work. Armor method starts constantly apply all overlays from both mods. Doesn't stop. Quest method works good - only one overlay and stops, but ignores my overlays.

 _upd; Hell yeah! Somehow it started to work! Just loaded another savepoint and checked again. Thats great work, thank you, Invictusblade! Gonna make other skin randomizers. So what did u did - what's was wrong with my patch? 

QuestMethod.jpg

ArmorMethod.jpg

Edited by Jeffey67
new inro
Posted
19 hours ago, Jeffey67 said:

Unfortunately didn't work. Armor method starts constantly apply all overlays from both mods. Doesn't stop. Quest method works good - only one overlay and stops, but ignores my overlays.

 _upd; Hell yeah! Somehow it started to work! Just loaded another savepoint and checked again. Thats great work, thank you, Invictusblade! Gonna make other skin randomizers. So what did u did - what's was wrong with my patch? 

QuestMethod.jpg

ArmorMethod.jpg

 

so I will be making a new PDF to help Third parties

 

your basic problem is that you said that you renamed them. (or something else went wrong)

they were not in the correct position and cause issues

 

because while making the fix, I remember the reason why I made the Blank quest and that is because every field is activated (but empty)

so you(or I) can easily drag a new string and strings(array) to the chosen area. (without renaming anything)

 

 

Posted
2 hours ago, Invictusblade said:

 

so I will be making a new PDF to help Third parties

 

your basic problem is that you said that you renamed them. (or something else went wrong)

they were not in the correct position and cause issues

 

because while making the fix, I remember the reason why I made the Blank quest and that is because every field is activated (but empty)

so you(or I) can easily drag a new string and strings(array) to the chosen area. (without renaming anything)

 

 

Aaah!) Blank quest! Indeed! Now I see, Ty, it definetly would be cool, if u make that pdf. Thank for your time)

Posted

So... continuing researching. A made some unusual thing. Because I'm not enough seven tattoo types ( I mean every branch I use - four minimum - means redusing of other famous overlay products/mods, which everyone likes) So I've try to install two frameworks together. How? Just renamed (added number *2 at second esp and every important record as well) And it works! Two undependent MCM menus makes them work separately. No conflict on Fo4edit. Only shared Source Files and Scripts in appropriate folders. Can't get how to make mods install different folders for *.psc and *.pex. But. I got seven redy for use types for my overlays and one for pubic hairs!!! And revert your ROF to original withoun any patches) What u say, can I use it for my separate mod for using? I mean permission for sharing this. I' try to make it, and send you if succeed. If succeed, yeah...

2_INVB_ROFs.jpg

  • 3 weeks later...
Posted

This question will seem stupid im sure but Im just not getting any results. Does this Mod get installed before I install all the tattoo and pubic hair add ons or do i install all that stuff after i install your mod? 

Posted

One of the first comments on here says 0-100 is actually 100-0 and vice versa. is this accurate? So if i wont alot of effects i need to put everything at 0% not 100%?

Posted

do you have Spell Perk Item Distributor installed? https://www.nexusmods.com/fallout4/mods/48365

I am not sure if I have added the Robco Patcher version yet (I am/was waiting for a dead body/equip item addition)

 

first step, make sure that overlays work by going into Looksmenu and then Body->Overlays (or something like that)

 

 

44 minutes ago, Two Bucks said:

This question will seem stupid im sure but Im just not getting any results. Does this Mod get installed before I install all the tattoo and pubic hair add ons or do i install all that stuff after i install your mod? 

well it depends on the method of distribution (there is an option in ROF MCM)

quest(Default) doesn't require any of the replacers for the overlay mods (or the _ROF versions)

Armor(Old version) does require my overlay replacers

 

1. so install my mod first

2. find the overlays you want to use and download them and extract everything except the ESP's from them

35 minutes ago, Two Bucks said:

One of the first comments on here says 0-100 is actually 100-0 and vice versa. is this accurate? So if i wont alot of effects i need to put everything at 0% not 100%?

I cannot remember this

  • 2 weeks later...
Posted

I have the issue where the Overlays apply to the player character, i installed this mod mid save and it worked right overlays everywhere but the player does not change (the AAF Clone Still got Overlays thou) but after i started a new save now the overlays apply to the player as well, i read there is workaround going to try it, but i just thought i will write this here incase it was useful somehow 

Posted
11 hours ago, Mr Zombie Brain said:

I have the issue where the Overlays apply to the player character, i installed this mod mid save and it worked right overlays everywhere but the player does not change (the AAF Clone Still got Overlays thou) but after i started a new save now the overlays apply to the player as well, i read there is workaround going to try it, but i just thought i will write this here incase it was useful somehow 

I am not sure, I will check it out

Posted
On 6/10/2023 at 4:39 PM, Mr Zombie Brain said:

I have the issue where the Overlays apply to the player character, i installed this mod mid save and it worked right overlays everywhere but the player does not change (the AAF Clone Still got Overlays thou) but after i started a new save now the overlays apply to the player as well, i read there is workaround going to try it, but i just thought i will write this here incase it was useful somehow 

 

Yes, this workaround has been solving it for me just fine.

Posted

is there a way to stop the female mohawk from dominating the hairstyles? or is this just tats and pubes? can i add the more hairstyles for men and women to this if thats the case?

Posted
1 hour ago, Two Bucks said:

is there a way to stop the female mohawk from dominating the hairstyles? or is this just tats and pubes? can i add the more hairstyles for men and women to this if thats the case?

the hairs should be random. it may be a case of "Apophenia, means seeing patterns in random events"

when I was testing, I kept on seeing the megaton hairstyle (or at least I keep remembering the megaton hairstyle)

 

but regardless, go here-> (using Fo4edit) *in INVB_OverlayFramework.esp

 

see screenshot

and delete the mohawk hairstyle

 

Screenshot_061423_114543_PM.jpg

Posted

 seen morph option in your mod but when i selected it people became obese. is that what the zero body sliders is for? should i also set it this way for BT3? slim version i believe its called?

Posted
13 hours ago, Two Bucks said:

 seen morph option in your mod but when i selected it people became obese. is that what the zero body sliders is for? should i also set it this way for BT3? slim version i believe its called?

yes, it is designed for a zeroed body.

basically the game can only see a body as zeroed (so if you have breasts set to 50 in bodyslide, the game will still treat it like it is zero) *so it does cause issues

 

there are two easy method to fix-ish this problem

 

1. go to Body slide and build everything as zero

 

2. go to the templates folder in F4SE, you will have to find them and delete them (Only the INVB_OverlayFramework folder)

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