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Posted
7 hours ago, Jeffey67 said:

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? 

 

If all of those have their corresponding plugins active in your load order (each directory matches the filename of a plugin) then all are loaded by LooksMenu and combined. It uses the most specific match(es) and then increasingly general ones until a morph matches. It's a good idea to make sure you don't have more than one matching huge swaths of NPCs (like all female humans for example). Read the LooksMenu file page for more information on its BodyGen feature.

 

5 hours ago, SilentPain99 said:

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.

 

But is the ZeX-BodyGen-F.esp plugin also enabled in your load order? If it isn't, then LooksMenu won't load the configs from that directory.

Posted
10 hours ago, SilentPain99 said:

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.

so here is my BodyGen folder

I only have two(+ 1 new folder) folders installed

and I am not actively playing "MilkingHumanKindness.esp" yet (I still in the middle of playing different mods, (it gotten a bit more tiresome than I was expecting) *so it is disabled

 

I keep all of the useless bodygen folder in the "New Folder"

 

so I would recommend that you do the same. also I think there is a load order to these bodygen's but I am not completely sure. \

Screenshot_081223_030433_PM.jpg

Posted

so I have abandoned my body skin idea (because it doesn't work anymore(if it did work in the first place))

 

regardless, the mod is nearly finished so I will do some final testing and clean up.

(I am planning on making some different MCM choices) *the options have gotten insane nowadays so I will be reducing the amount of options for certain MCM's.

 

and then I upload the mod to LL and Nexus.

Posted
8 hours ago, vaultbait said:

 

If all of those have their corresponding plugins active in your load order (each directory matches the filename of a plugin) then all are loaded by LooksMenu and combined. It uses the most specific match(es) and then increasingly general ones until a morph matches. It's a good idea to make sure you don't have more than one matching huge swaths of NPCs (like all female humans for example). Read the LooksMenu file page for more information on its BodyGen feature.

 

 

But is the ZeX-BodyGen-F.esp plugin also enabled in your load order? If it isn't, then LooksMenu won't load the configs from that directory.

Yes, it is activated. ^^

 

Posted
3 hours ago, Invictusblade said:

so here is my BodyGen folder

I only have two(+ 1 new folder) folders installed

and I am not actively playing "MilkingHumanKindness.esp" yet (I still in the middle of playing different mods, (it gotten a bit more tiresome than I was expecting) *so it is disabled

 

I keep all of the useless bodygen folder in the "New Folder"

 

so I would recommend that you do the same. also I think there is a load order to these bodygen's but I am not completely sure. \

Screenshot_081223_030433_PM.jpg

I tried the same, but makes no difference.

Or do I have to disable them in vortex as well ?

Posted
On 8/12/2023 at 5:08 AM, Invictusblade said:

and I am not actively playing "MilkingHumanKindness.esp" yet (I still in the middle of playing different mods, (it gotten a bit more tiresome than I was expecting) *so it is disabled

 

Not sure if you're saying MHK got tiresome, but if you have any specific feedback I'm always open to improvements. I've tried to make it stay out of the way as much as possible during normal gameplay, and recent updates have focused a lot on those sorts of "quality of life" features and tweaks too.

 

As for the BodyGen configs it includes, those will only work with Fusion Girl bodies at the moment, but they're also scoped to customizing custom unique NPCs within that mod itself, not random NPCs, so shouldn't conflict with anything else anyway. And if you don't want them, they can be deselected in the FOMOD installer menu so they won't be installed at all.

Posted
On 8/12/2023 at 8:16 AM, SilentPain99 said:

Yes, it is activated. ^^

 

In that case, you probably want to look for errors in your f4ee.log (not to be confused with f4se.log but you'll find it in the same folder).

Posted
On 8/12/2023 at 8:17 AM, SilentPain99 said:

I tried the same, but makes no difference.

Or do I have to disable them in vortex as well ?

 

Are you trying to enable or disable BodyGen configs? If you disable the plugins associated with those directories then LooksMenu won't load the configurations. If you enable the plugins then it will. If you're using Vortex, then yes that's what you would go through to disable and enable game plugins in your load order.

Posted
13 hours ago, vaultbait said:

 

Not sure if you're saying MHK got tiresome, but if you have any specific feedback I'm always open to improvements. I've tried to make it stay out of the way as much as possible during normal gameplay, and recent updates have focused a lot on those sorts of "quality of life" features and tweaks too.

 

As for the BodyGen configs it includes, those will only work with Fusion Girl bodies at the moment, but they're also scoped to customizing custom unique NPCs within that mod itself, not random NPCs, so shouldn't conflict with anything else anyway. And if you don't want them, they can be deselected in the FOMOD installer menu so they won't be installed at all.

I have it installed but not active so I haven't started playing it yet

 

here is my current list of mods that I (need / want (at least until I find out what kind of mod it is and if I enjoy it)) to go over

 

Quest Mods (with some of my notes)
----------------------
1.
Galac-Tact REDUX
Mercs And Music

2.
Nuka World Reborn
Viva Nuka World

3.
Project Mojave

4.
Maxwell World
CSEP Presents All Americans - DC Security Office
CSEP Presents Loaded Bases - DC Security Office
CSEP Presents Home Sick - To start the quest head slightly south of south boston police department and enter the robco store
TU3SD4Y'S Commonwealth Responders - Walk over the Sanctuary Bridge.
For the people that have issues with the radio signal: Go to the top of Lexington Apartments or walk into the Courtyard of Mystic pines. It will skip the radio part.

Later
CSEP Presents Brothers in Arms REDUX - The quest starts once you kill Kellogg and the Prydwin arrives in the Commonwealth, once completed a wastelander will approach you, alternatively you can kill him and head to the Prydwin to start the BOS side of the questline.

5.
Sector V

6.
Vault4

7.
Nika Cola 01

8.
Hearts of darkness

9.
Savage Isle

10.
Nuka Ride

11 / 12.
The Cemetery
The Farmlands
The Forest
The Marshland
The Molerat Tunnels
The Sewers
The Wilderness
Frozen Valley
Somber Mountain

13.
Project Zeta

14.
Point Lookout

15.
DC Guard

16.
Companion Ivy

17.
South Of The Sea

18.
Fusion City Rising
Outcasts And Remnants
Depravity
Project Valkyrie

19.
Sim Settlement 2

 

then there is a heap of non quest mods as well.

 

there is a few reasons why my list is so large

1. haven't been playing much

2. incompatibilities

3. Been playing other games (Division 2 on PS5)

 

*Personally I think my big decline with playing Fallout 4 happened because I finished the game(as well as an achievement hunt that came around it)

**as well as making mods has reduced my actual gameplay (as opposed to testing over and over again)

Posted (edited)
8 hours ago, Invictusblade said:

Personally I think my big decline with playing Fallout 4 happened because I finished the game(as well as an achievement hunt that came around it)

 

I think I did that the first time in 2015, and then each of the DLCs as they became available. After starting over to play through to a few different faction-specific endgames I eventually tired of the vanilla quests completely. And then Creation Club happened and entertained me for a while, but I quickly tired of the bland mods it had to offer.

 

These days I often don't even go to Sanctuary or Concord for a while (or maybe at all) and often let Preston and his crew rot in the museum unless I'm specifically testing whether something works with those vanilla quests. There are a lot of great content and quest mods which add new experiences I'm more interested in trying out.

 

8 hours ago, Invictusblade said:

as well as making mods has reduced my actual gameplay (as opposed to testing over and over again)

 

I can relate. This definitely happened to me, first because of helping playtest new mods for other creators, and then eventually testing my own mods. I try to find time to just play the game, and turn my playtesting into "let's see if I encounter any bugs related to my mods while doing whatever else I feel like doing in the game, and if I do I'll pause to jot down some notes."

Edited by vaultbait
Posted (edited)

heh, I did say that I was going to post an update. (and then a week just vanished)

 

but I did make something new for debugging

 

basically I added a simple method to find a NPC overlays

 

but there is a problem (which I don't think has a solution)

it will read out the overlays ID instead of its name

also there is no current method to any sort of order

 

here is an overlay example

{
    "id": "ASO_Full_Brands",
    "name": "$ASO Back Full Brands",
    "slots": [
      {
        "slot": 3,
        "material": "overlays\\AstinTiBrands\\BackFull(Bra).BGSM"
      }
    ],
    "playable": true,
    "transformable": true,
    "sort": 0,
    "gender": 1
  }

 

so ROF reads "id": "ASO_Full_Brands" (and writes it to the message box)

while Looksmenu reads the "name": "$ASO Back Full Brands"

 

*maybe there is a solution but I don't know at the moment.

20230818195823_1.jpg

 

update-> looking at it now, I might be having some issues so I will look at it again

 

new update-> I need to look at MCM options again, I might divide the MCMs into different two MCM (Basic and Factions)

Edited by Invictusblade
Posted (edited)

Does anyone have any suggestions about how to reduce MCM Options? because I have added too many options.

 

I do have one idea,

override mods that will override the global's for faction options (Disabled, 1x, 2x, 3x, and 4x) and with this idea, I can remove these options from MCM.

 

edit-> I decided to give this a try and will be testing soon

 

update-> well it works but I am not really happy with it (I am talking about the basic faction version)

 

I will post an updated file tonight (in a hour or so) *may take longer because I decided to rework a few things

Edited by Invictusblade
Posted

here is the next version of ROF

 

you will need to go over the MCM options because I have changed most of them.

 

Let me know if there is any problems

 

I will do some final tweaking tomorrow (and bug fixing if required) and do a proper download post as opposed to these

*I need to sort out some of the default settings

**and write up a changelog because I changed a lot of content since the last download post.

INVB_OverlayFramework v2.30.7z

Posted (edited)

Last vertion doesn't appears in MCM at all. Though plugin is on in Vortex.

 Concerning shrinking settings, as you said before, there no need additional fraction options for natural body traits. Skins and hairs. They are the same for all human, no matter raiders or settlers, or so on. We all was kinda angels when born. But Specific Tattoos (most of JB's), should be imo. However there are neutral tattoos, which could be on anyone also. Some for flowers, birds and so on. I would devide them to chances - people could made em before joining to special fraction. Anyway simplification MCM options is a good idea.

 

Folder INVB_OverlayFramework  doesn't appears in ...Data/MCM/Config folder during installation

>> upd. Manually moved folder from archive (...0/General/MSM/Config/...) to game folder MSM/Config. Get usable menu in MCM, called "Random Overlay Framework - 1. General options". However Bodyhair array checking shows as before some numbers, I posted before. And Bodyhairs does not apply. The rest overlays are ok.

     

Edited by Jeffey67
Posted (edited)

running into a couple of minor issues after adding options to remove Captive Tattoos from the overlays (1. Allow, 2. Disable, 3. Captive Tattoos Only)

1. Spanked overlays seem to be running twice and I am not sure why at the moment.

 

update-> found the issue and have no idea why it is doing the bug. nor how to fix it

Why is it Spanked and not anything else

 

 

My brain hurts

 

final update-> found the issue and fixed it, and I bloody made it ages ago and forgot about it (it requires you to reset the quests) *but it does remind me to rework some of the scripts, so it wasn't completely wasted.

I will make some more changes and test.

I should be able to post a download in the next day or so

Edited by Invictusblade
Posted

here is the latest version, please let me know if there is any issues

 

btw resetting the quests may be required.

 

Changelog

I added Captive Tattoo options (Allowed, Disabled, Allow Captive Tattoos only) *This only applies to tattoos and not other overlays such as spanking, whipped

I added different pubic Hair options (All, Bushy, and Styled)

I split the MCM into different areas (with modifiers)

INVB_OverlayFramework v2.35.7z

Posted
2 hours ago, Invictusblade said:

here is the latest version, please let me know if there is any issues

 

btw resetting the quests may be required.

 

Changelog

I added Captive Tattoo options (Allowed, Disabled, Allow Captive Tattoos only) *This only applies to tattoos and not other overlays such as spanking, whipped

I added different pubic Hair options (All, Bushy, and Styled)

I split the MCM into different areas (with modifiers)

INVB_OverlayFramework v2.35.7z 3.37 MB · 0 downloads

MCM menu installed. Appeared two: general and faction options. Everything works ok, except BodyHair. So far... 

      There's no slider-option for  BodyHair in General Overlay Manager. Not sure should it be or not, though

IMG_20230823_182716.jpg

Posted (edited)
20 hours ago, Jeffey67 said:

MCM menu installed. Appeared two: general and faction options. Everything works ok, except BodyHair. So far... 

      There's no slider-option for  BodyHair in General Overlay Manager. Not sure should it be or not, though

IMG_20230823_182716.jpg

shit, I missed it, I will be fixing it soon

 

update-> and here it is,

unless there is required changes, I think this is the final

I will start working on the changelog and then I will do a proper download update (on Lovers Lab and Nexus)

INVB_OverlayFramework v2.35.7z

Edited by Invictusblade
Posted
16 hours ago, Invictusblade said:

shit, I missed it, I will be fixing it soon

 

update-> and here it is,

unless there is required changes, I think this is the final

I will start working on the changelog and then I will do a proper download update (on Lovers Lab and Nexus)

INVB_OverlayFramework v2.35.7z 3.37 MB · 2 downloads

I' sorry for posting that, but still no changes here( And no BodyHair distribution. Could you post your screen of same tab in MCM, please? may be I can't install it as need.

IMG_20230824_180522a.jpg

Posted (edited)
8 hours ago, Jeffey67 said:

I' sorry for posting that, but still no changes here( And no BodyHair distribution. Could you post your screen of same tab in MCM, please? may be I can't install it as need.

IMG_20230824_180522a.jpg

I will check again

 

edit-> are you sure that you have installed the correct mod? (they are named the same)

 

20230825100156_1.jpg

Edited by Invictusblade
Posted (edited)
19 hours ago, Invictusblade said:

I will check again

 

edit-> are you sure that you have installed the correct mod? (they are named the same)

 

20230825100156_1.jpg

Ty !

... was sure, but have to reinstall it again. I'll check it now...

 upd> Done. After uninstallation manually deleted all the trash from previous ROF installations and settings from MCM/Config... 

         Now everything works fine) however, General option in MCM didn't installed automaticaly (only factional appeared). Had to move manually from archive.  

         GJ!)

Edited by Jeffey67
Posted

old changelog (it will be getting removed today)

 

v2.15b

Rearranged MCM

Fixed the MCM Command of giving overlays to NPCs

Minor Fixes

 

v2.15

Finally added some of the new overlays from Captive Tattoos

Added MCM Fixes.

There might be more changes that I have forgotten about.

So there is a command in the bottom page of ROF MCM called "Refresh Random Overlay Framework Overlays" please use this after updating.

So there is a command in the bottom of the Distributor Page of ROF MCM called "Refresh Random Overlay Framework Overlays" please use this after updating.

 

v2.10Beta (I realise that I forgot a couple of things which shouldn't matter at the moment (Don't use the Unique Overlays with the Quest system))

Added a new method to deliver overlays to everyone via a quest (which also allows you to NOT require the overlay replacers))

Added craftable aid objects to give yourself and others Overlays

Added Support to NPC Male Bodies (I managed to get nearly all of the overlays to work with ROF) *There is nearly 800 overlays in that mod.

 

v2.05

Added DeadInvisibleBodiesFix_ROF (which causes Invisible Dead NPCs to be visible with new death related Overlays)
Renamed the overlays to be closer to the original filename
added Body override option
A few fixes

 

v2.00a

Remove masters from one of the tattoo mods

I Forgot to add my selection of Bodygen Morphs (Optional)

 

v2.00 (Spell Perk Item Distributor Edition)

Removed FPE because of minor issues but mainly because of the Awesome mod "Spell Perk Item Distributor"

Added a hard requirement for Spell Perk Item Distributor

Here-> https://www.nexusmods.com/fallout4/mods/48365?tab=description

Will Not Work without it

*FPE will be removing support as well

Fixed an issue with AAF Doppelganger

 

v1.50 (FPE Redux Edition)

Added Hair Cuts (Vanilla Only at the moment) *also it can only work on Unique NPCs

Added Eyes (Vanilla Only at the moment) *also it can only work on Unique NPCs

 

and the biggest change, a system to allow FPE to control the distribution of Pregnancies, Overlays, STDs, Breeder Virus and the Autonomy Perks to ALL human/ghoul NPCs in the game

(I have no idea if this will cause performance issues)

 

so I am removing Leveled Lists and Outfit Framework

 

v1.50b I cannot remember the exact details

remove a replacer (TCD Skinoverride)

and fix one or two things (I think)

 

v1.50a

removed masters from a file or two

added replacers (which should overwrite the original files of the tattoo mods (btw most tattoo overlay mods are empty so it should be fine but double check))

 

v1.50

Added Bodymorph command
Added Quick Tattoo command
Added an option to delete Tattoo armors after use

 

Misc

Added an Addon for TCD Tattoo's (Overlays, Skin Overrides and Contact Lenses(based on hair mod))

"Tattoos Collection by Dreivor OVERLAYS Edition 521"

https://www.nexusmods.com/fallout4/mods/49177

Also added my personal Overlay pack for use

it contains content from XXX, Manga, Comics and Other Games as well as Random Fallout content

 

v1.45a

sorry, I forgot to clean the masters from the No Unofficial Fallout 4 Patch version of Outfit Framework

 

v1.45

Redesigns the injection system to use my new outfit framework which allows more diverse range of NPC's to be selected

three versions of Outfit Framework

No Armor Keywords

No Armor Keywords & Unofficial Fallout 4 Patch

Posted

Random Overlay Framework v2.35 Changelog
------------------------------
When updating, Please reset Random Overlay Framework via the reset function in MCM

Improved Performance

Added array options (this controls overlays given)

Added the Following overlay options

Tattoos->
Hands and Feet

Marks on Skin (Non-Tattoo's)->
Acne, Birthmark, Moles, and Skin Conditions

Hair or Body->
Pubic Hair(added Styling options(All or Bushy or Styled)) and Body Hair

Torture Marks->
Scar, Spanked Marks, and Whipped Marks

Painted->
Finger Nails and Toe Nails


also I added an option to remove Captive Tattoos(or enforce Captive Tattoos) from the active tattoo list

I added Modifiers to most options (1x, 2x, 3x, 4x)

Divided MCM Options (because the amount of the options has risen greatly)
1. General Options. (contains the core options)
2. Basic Faction Options. (contains a small amount of options for each faction) this is then supported by addon ESL's
3. Advanced Faction Options. (contains all of the options for each faction)

*so for example you could have Whipped on 20% and then have Children of Atom on 1x(20% chance) and Captives on 4x(80% chance) while everyone else is disabled.

Posted

First of all, thanks for the update! The update seems to work alright, except I had to do the same hotfix as

On 8/19/2023 at 4:46 PM, Jeffey67 said:

Last vertion doesn't appears in MCM at all. Though plugin is on in Vortex.

 Concerning shrinking settings, as you said before, there no need additional fraction options for natural body traits. Skins and hairs. They are the same for all human, no matter raiders or settlers, or so on. We all was kinda angels when born. But Specific Tattoos (most of JB's), should be imo. However there are neutral tattoos, which could be on anyone also. Some for flowers, birds and so on. I would devide them to chances - people could made em before joining to special fraction. Anyway simplification MCM options is a good idea.

 

Folder INVB_OverlayFramework  doesn't appears in ...Data/MCM/Config folder during installation

>> upd. Manually moved folder from archive (...0/General/MSM/Config/...) to game folder MSM/Config. Get usable menu in MCM, called "Random Overlay Framework - 1. General options". However Bodyhair array checking shows as before some numbers, I posted before. And Bodyhairs does not apply. The rest overlays are ok.

     

to get the general MCM menu to work. Anyways, the mod continues to be great!

Posted
3 hours ago, Reaper101001000 said:

First of all, thanks for the update! The update seems to work alright, except I had to do the same hotfix as

to get the general MCM menu to work. Anyways, the mod continues to be great!

thank you for telling me, I will show the difference (which is the reason why I missed it) *it has been corrected.

v2.35

Screenshot_082623_100022_PM.jpg.a6fb992e21045af47f5473d4ad7d2b7e.jpg

v2.35a

Screenshot_082623_095927_PM.jpg.ad9f17f4f021640757e1fe5594568c40.jpg

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