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Posted
1 hour ago, SilentPain99 said:

Hello,

 

it is me again ..

Can somebody help me now ?

It will still not work for FG for me.

Tattoos are working, but still nothing else.

Everyone has the same bodyshape.

 

Thanks in advance. ?

you need to make your own Bodygen file and replace my version with yours in this folder

\Fallout 4\Data\F4SE\Plugins\F4EE\BodyGen\INVB_OverlayFramework.esp

*I only use CBBE

 

 

Posted

so I decided to work on a different route with Dead invisible bodies, (as well as SPID vs Robco)

 

and I think I found a solution of sorts

and it is really easy (I think, this is extremely early days)

 

I simply added a script to bodies (SkinNaked or SkinRaider) that everyone uses.

 

but here is the weird part,

Dead NPCs work fine (I haven't had any issues yet, I think) but...

Alive NPC's do not work properly (it is rather hit and miss except when there is a change to their outfits via SPID(then it works))

 

 

I will need to do some testing with some modded dead bodies

*btw at this moment, I am thinking of using both systems. (but more testing is required)

Posted

Not sure if there's much to be done about it, but just noticed if I load a save in a busy area like downtown Boston, I'm chronically getting an "out of stack memory" condition logged, and the stack dump which follows has numerous entries for INVB_Overlay_Faction_Sorter.OnEffectStart() and also AE_Overlay_Faction_Sorter.OnEffectStart() with the latest test versions of both this and AE installed. Since it seems like there's one for every NPC in the loaded area, that adds up to a lot of suspended stacks all fighting for attention and having to be resident in memory while they do so.

Posted
4 hours ago, vaultbait said:

Not sure if there's much to be done about it, but just noticed if I load a save in a busy area like downtown Boston, I'm chronically getting an "out of stack memory" condition logged, and the stack dump which follows has numerous entries for INVB_Overlay_Faction_Sorter.OnEffectStart() and also AE_Overlay_Faction_Sorter.OnEffectStart() with the latest test versions of both this and AE installed. Since it seems like there's one for every NPC in the loaded area, that adds up to a lot of suspended stacks all fighting for attention and having to be resident in memory while they do so.

I will have a look at it,

 

god I wished that Bethesda would have made a new worldspace for the Boston downtown area (like in Fallout 3) *it would make life so much easier.

 

are you running any mods that adds NPCs to the downtown area? (such as Raider Gangs Extended)

 

btw this reminds me of my habit with Skyrim(years ago) of the need of saving and loading inside of cells instead of the worldspace (I did like haven bag)

 

Posted

i declothed an npc. iseen for like half a second ROF features. legs had marks and and textures alll over them. then it all went away and her body went to just being regular caliente. any idea how to stop this??  ive noticed it once before. its like your mod is overwrote by another texture mod but i dont have any installed but the caliente.

Posted
1 hour ago, Two Bucks said:

i declothed an npc. iseen for like half a second ROF features. legs had marks and and textures alll over them. then it all went away and her body went to just being regular caliente. any idea how to stop this??  ive noticed it once before. its like your mod is overwrote by another texture mod but i dont have any installed but the caliente.

I am not sure, sometimes it disappears and I am not sure what is the reason

Posted

on the right side of MO2 should i have the Esp AND the ROF.esp checked?   example: PubesForeverOverlays.esp and PubesForeverOverlays_ROF.esp. both of these are checked. Whick one should i disable if need be?

Posted
15 hours ago, Invictusblade said:

I will have a look at it,

 

god I wished that Bethesda would have made a new worldspace for the Boston downtown area (like in Fallout 3) *it would make life so much easier.

 

are you running any mods that adds NPCs to the downtown area? (such as Raider Gangs Extended)

 

btw this reminds me of my habit with Skyrim(years ago) of the need of saving and loading inside of cells instead of the worldspace (I did like haven bag)

 

 

Yes, it's probably an extreme case. I was seeing it around the perimeter of Diamond City and I have Tales from the Commonwealth, Fens Sheriff's Department and Diamond City Outskirts installed. I also had several companions in tow (Unlimited Companion Framework) and a bunch of freed captives (Commonwealth Captives). It may have been made worse by me sprinting through there a bit, so it loaded a lot of NPCs faster than it might normally.

Posted
17 hours ago, Two Bucks said:

on the right side of MO2 should i have the Esp AND the ROF.esp checked?   example: PubesForeverOverlays.esp and PubesForeverOverlays_ROF.esp. both of these are checked. Whick one should i disable if need be?

which PubesForeverOverlay.esp (original or my version)

are you running Quests or Armor?

14 hours ago, vaultbait said:

 

Yes, it's probably an extreme case. I was seeing it around the perimeter of Diamond City and I have Tales from the Commonwealth, Fens Sheriff's Department and Diamond City Outskirts installed. I also had several companions in tow (Unlimited Companion Framework) and a bunch of freed captives (Commonwealth Captives). It may have been made worse by me sprinting through there a bit, so it loaded a lot of NPCs faster than it might normally.

I don't think I seen much stack overloads lately (but I haven't been looking to closely lately)

also are you running debug? (Traces) (because that might cause those issues (the act of debug might create issues))

Posted

Hello @Invictusblade, I really enjoy your work - you did a great job with your mods.
I'm playing with them for a very long time now - and it's really awesome to see you still active and well. 

Just have one question: Is there a way to limit the tattoos from slaves and captives to the captives tattoo pack only?
 

Posted
16 hours ago, Invictusblade said:

also are you running debug? (Traces) (because that might cause those issues (the act of debug might create issues))

 

No, I didn't enable ROF nor AE debug logging. It's not happening all that often now that I'm being a little more mindful of the conditions though. I really only noticed because I was playtesting updates for one of my mods and so was scouring the Papyrus logs regularly for unidentified anomalies.

Posted
15 hours ago, sexybastardo said:

Hello @Invictusblade, I really enjoy your work - you did a great job with your mods.
I'm playing with them for a very long time now - and it's really awesome to see you still active and well. 

Just have one question: Is there a way to limit the tattoos from slaves and captives to the captives tattoo pack only?
 

I should try to find a way to do that,

 

there is an unique overlay(for each faction) that can do this but it does require setting up (it should be in the upcoming version)

 

 

10 hours ago, vaultbait said:

 

No, I didn't enable ROF nor AE debug logging. It's not happening all that often now that I'm being a little more mindful of the conditions though. I really only noticed because I was playtesting updates for one of my mods and so was scouring the Papyrus logs regularly for unidentified anomalies.

ok then

Posted (edited)

Checked several times and still Bodyhair overlays doesn't apply at all. Though Pubic Hair works fine and they both are from porcPubes.esp. Would you mind to check it, if possible.

 Strange, But debug checking shows existing overlays, but message "does not contain..." says the opposite. Where should I dig?

BH1.jpg

Edited by Jeffey67
added img
Posted
On 8/8/2023 at 1:47 AM, Invictusblade said:

which PubesForeverOverlay.esp (original or my version)

are you running Quests or Armor?

I don't think I seen much stack overloads lately (but I haven't been looking to closely lately)

also are you running debug? (Traces) (because that might cause those issues (the act of debug might create issues))

i dont know what Quests or Armor is to answer. please elaborate? and if im running a debug idk i am. is there a mod you had in mind? is it a type of mod?

Posted
On 8/5/2023 at 2:07 PM, Invictusblade said:

you need to make your own Bodygen file and replace my version with yours in this folder

\Fallout 4\Data\F4SE\Plugins\F4EE\BodyGen\INVB_OverlayFramework.esp

*I only use CBBE

 

 

Where do I find Bodygen ?

Is this a mod as well ?

I do have "Fusion Girl LooksMenu In-Game Sliders and BodyGen" this mod.

Is it this one ?

Posted
1 hour ago, Two Bucks said:

i dont know what Quests or Armor is to answer. please elaborate? and if im running a debug idk i am. is there a mod you had in mind? is it a type of mod?

There's in choise in MCM, in Distributor options >>Distributor Quest or Armor. You can choose one. Is Quest by default.

Posted
17 hours ago, Jeffey67 said:

There's in choise in MCM, in Distributor options >>Distributor Quest or Armor. You can choose one. Is Quest by default.

so i checked. i checked in the mcm folder and i also seen a distribution folder. neither one of these folders has this in them. so which one do you suggest i reinstall to make this feature show?

Posted
19 hours ago, SilentPain99 said:

Where do I find Bodygen ?

Is this a mod as well ?

I do have "Fusion Girl LooksMenu In-Game Sliders and BodyGen" this mod.

Is it this one ?

 

BodyGen is a feature of the LooksMenu mod. If you install LooksMenu, BodyGen is part of it.

 

I'm not sure what "Fusion Girl LooksMenu In-Game Sliders and BodyGen" is (maybe some very old separate BodyGen configs for FG?) but currently you should be installing the latest versions of FG and ZBG.

Posted
6 hours ago, vaultbait said:

 

BodyGen is a feature of the LooksMenu mod. If you install LooksMenu, BodyGen is part of it.

 

I'm not sure what "Fusion Girl LooksMenu In-Game Sliders and BodyGen" is (maybe some very old separate BodyGen configs for FG?) but currently you should be installing the latest versions of FG and ZBG.

Thanks.

 

I do have these 2 mods, and also the latest version of these.

Just now removed the other mod I had .. made no difference lol

 

But every female char will still have the same body shape.

 

Sorry, maybe I am a bit dump, but can you tell me what to do ?

I do not know what to do at all. lol

Posted (edited)
2 hours ago, SilentPain99 said:

Thanks.

 

I do have these 2 mods, and also the latest version of these.

Just now removed the other mod I had .. made no difference lol

 

But every female char will still have the same body shape.

 

Sorry, maybe I am a bit dump, but can you tell me what to do ?

I do not know what to do at all. lol

 

If you have ZBG installed and its zex-bodygen-f.esp plugin enabled, then the included morphs.ini and templates.ini configs in the Data\F4SE\Plugins\F4EE\BodyGen\ZeX-BodyGen-F.esp folder will be automatically read by LooksMenu when you load the game. The first time you encounter a new NPC, one of the morphs in that morphs.ini file will match (either human or ghoul) and then BodyGen will pick one of the template names in the corresponding list from the templates.ini file and set slider morphs on that NPC with values within the ranges listed for each one.

Edited by vaultbait
Posted
On 8/10/2023 at 2:41 AM, Jeffey67 said:

Checked several times and still Bodyhair overlays doesn't apply at all. Though Pubic Hair works fine and they both are from porcPubes.esp. Would you mind to check it, if possible.

 Strange, But debug checking shows existing overlays, but message "does not contain..." says the opposite. Where should I dig?

BH1.jpg

 

I will need to check the script because a couple of things are popping up that aren't meant to.

 

because the lines above your circle is not meant to be there as well (it should only apply to the male bodyhair only)

 

 

Posted
9 hours ago, Invictusblade said:

btw last week, I had a bad back (which is a lot better now)

and now I have a cold (not Covid)

so I have been lazier than normal

Sorry to hear that. Get well!

Posted
17 hours ago, vaultbait said:

 

If you have ZBG installed and its zex-bodygen-f.esp plugin enabled, then the included morphs.ini and templates.ini configs in the Data\F4SE\Plugins\F4EE\BodyGen\ZeX-BodyGen-F.esp folder will be automatically read by LooksMenu when you load the game. The first time you encounter a new NPC, one of the morphs in that morphs.ini file will match (either human or ghoul) and then BodyGen will pick one of the template names in the corresponding list from the templates.ini file and set slider morphs on that NPC with values within the ranges listed for each one.

But someimes I noticed there could be not only one pair of morph.ini and template.ini. Some may exist in different folder, named according to mod, added that. Is there some load priority, or what? 

Posted
20 hours ago, vaultbait said:

 

If you have ZBG installed and its zex-bodygen-f.esp plugin enabled, then the included morphs.ini and templates.ini configs in the Data\F4SE\Plugins\F4EE\BodyGen\ZeX-BodyGen-F.esp folder will be automatically read by LooksMenu when you load the game. The first time you encounter a new NPC, one of the morphs in that morphs.ini file will match (either human or ghoul) and then BodyGen will pick one of the template names in the corresponding list from the templates.ini file and set slider morphs on that NPC with values within the ranges listed for each one.

I spawned 20 settlers.

All had the same body shape.

But I do have "Data\F4SE\Plugins\F4EE\BodyGen\ZeX-BodyGen-F.esp"..

What am I doing wrong ?

 

I also started a new game. To try it out.

But still the same.

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