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Posted (edited)

Hey, thanks a bunch for this new update!

 

I might need some help regarding the configuration of it. See, I want to (nearly) all NPCs in my game to have pubic hair. I also want to have very high chance of body hair, acne, bruises, etc. On top of that, I want to have some chance for NPCs to have tattoos.

 

How should I set it in MCM (I'm using Advanced option for MCM)? ROF v2.35 added the modifier (1x, 2x, 3x and 4x) for each 'category' of overlays - if I set, for example, Railroad faction to have Random overlays selected and then increase this new modifier (pubic hair to 4x, body hair to 3x, acne, bruises, scars, etc. to 2x), this should mean that upon starting the overlay selection process for NPC, the chance for pubic hair is much higher than tattoos, correct? How many overlays are supposed to be on an NPC?

 

Thanks in advance, keep up the great work!

 

EDIT: Forgot to mention, I'm using the RobCo Patcher method.

Edited by rubber_duck
Posted
10 hours ago, rubber_duck said:

Hey, thanks a bunch for this new update!

 

I might need some help regarding the configuration of it. See, I want to (nearly) all NPCs in my game to have pubic hair. I also want to have very high chance of body hair, acne, bruises, etc. On top of that, I want to have some chance for NPCs to have tattoos.

 

How should I set it in MCM (I'm using Advanced option for MCM)? ROF v2.35 added the modifier (1x, 2x, 3x and 4x) for each 'category' of overlays - if I set, for example, Railroad faction to have Random overlays selected and then increase this new modifier (pubic hair to 4x, body hair to 3x, acne, bruises, scars, etc. to 2x), this should mean that upon starting the overlay selection process for NPC, the chance for pubic hair is much higher than tattoos, correct? How many overlays are supposed to be on an NPC?

 

Thanks in advance, keep up the great work!

 

EDIT: Forgot to mention, I'm using the RobCo Patcher method.

 

so I should mention that the 1x, 2x, etc is a modifier to the overlay chance. so if you have a extremely high pubic/body hair chance then you simply need to have it set to 1x.

 

so for instance,

you can have the tattoos(all of them) set to 20% and then use modifiers to increase a raiders chance of getting them.

 

 

it is too bad, that I didn't get the screenshots but during testing, I usually had an insane amount of overlays on a NPC.

so I don't think there is a limit to the amount of overlays.

 

here is a screenshot of high overlay count (this was during testing, I was trying to figure out the double spanking.) *The answer is the bloody MCM Reset.

also since the screenshot, I decided to layer the overlays (which numbers on each)

20230821141038_1.jpg

Posted (edited)

SHIT SHIT SHIT SHIT SHIT SHIT SHIT

 

why is it that everytime I post a download, I always find a critical bug.

 

So the bug is Factions overlays do not work at all,

 

so, is the mod working for everyone? because I found an issue and I am wondering if it just me at the moment.

 

I think I might have mismatched one of the globals but I am not sure yet.

 

after Testing, I have little idea what is going on, (I have a theory but I don't want it to be true) *yep it is true

 

TEMP FIX = please turn off Factional Overlays in the general MCM Menu if you have this issue

 

update-> so the problem was MCM(I think, it might be more), so I tried to divide MCM into parts (General, Basic, and Advanced) and fallout 4 doesn't like that.

so the current upcoming fix, I will be adding General MCM into Basic MCM and Advanced MCM.

those two should be fine because of the addon ESL (1x, etc)

 

I thought it would work.

 

 

Changelog-> I had to remove one of the MCMs. (Removed the Basic Option)

so it is now has two MCM options

 

Limited (Only General Options) *Turn off Factional Overlays with this one

Advanced (General and Full Faction Options)

 

MCM simply didn't like having two shared MCMs for a single mod

it seemed like a good idea at the time.

Edited by Invictusblade
Posted
2 hours ago, Invictusblade said:

update-> so the problem was MCM(I think, it might be more), so I tried to divide MCM into parts (General, Basic, and Advanced) and fallout 4 doesn't like that.

so the current upcoming fix, I will be adding General MCM into Basic MCM and Advanced MCM.

those two should be fine because of the addon ESL (1x, etc)

 

I thought it would work.

Though I don't use faction options at all, but yeah, I think moving General into Basic and Advanced is good idea.

    I believe you'll do the best)

Posted

I'm currently setting up a new install and am including this mod. 

 

The Fomod seems to be missing at least some options for listed supported addons:  Porcupine's pubic hair and skin details, for example.  Do they not need any special patches?

 

I have both SPID and Robco Patcher:  Is one or the other preferred?  Does one work better/faster/more reliably?  For now I've gone with the Robco version.

Posted
9 hours ago, toynbeeidea said:

I'm currently setting up a new install and am including this mod. 

 

The Fomod seems to be missing at least some options for listed supported addons:  Porcupine's pubic hair and skin details, for example.  Do they not need any special patches?

 

I have both SPID and Robco Patcher:  Is one or the other preferred?  Does one work better/faster/more reliably?  For now I've gone with the Robco version.

I should have mentioned this but they use the Quest system and not the armor system(yet).

 

I will edit the download pages to mention this

 

 

btw you don't actually need my replacers if you are using the quest based system. (but it might be a good idea because of ESP(ESL)) *to reduce mod load

Posted (edited)

hey @Invictusblade,
thank you very much for considering my request and putting it in your mod. that's awesome.

 

unfortunately I can't get the faction settings to work for my captives.
I did a lot of testing, in the end I removed all mods I had for commonwealth captives except the mod itself:
cc1.JPG.5783c20fd2fadff866c4dac73e8c0efe.JPG
then I tried it with a fresh game in corvega, result was the same.

the issue is that the captives are getting overlays and everything, but only according to the general settings - whatever is set for the captive faction is not doing anything. I turned off all overly for all other factions which didn't change anything - captives still get overlays.
I'm using the quest distributor.

Here are some screens:
 

Spoiler

20230902150050_1.jpg.3660904f8a9fecf6b20c53d4c02e2319.jpg

 

cc3.JPG.f6c7473239945b0aa22317da8443d560.JPG

 

cc2.JPG.995e75e7c6099818a0c0d9e0c18fd7a5.JPG

 

cc4.JPG.94b3fd67f03949f7aac91c0477335722.JPG

 

cc5.JPG.cacca84718a45a9a5b31576d4d29c21c.JPG

 

cc6.JPG.439dd74cbee3b999a03c5b4d9e34e9bf.JPG


do others have the same problem? is it a bug?

 

best

sb

Edited by sexybastardo
Posted
32 minutes ago, sexybastardo said:

hey @Invictusblade,
thank you very much for considering my request and putting it in your mod. that's awesome.

 

unfortunately I can't get the faction settings to work for my captives.
I did a lot of testing, in the end I removed all mods I had for commonwealth captives except the mod itself:
cc1.JPG.5783c20fd2fadff866c4dac73e8c0efe.JPG
then I tried it with a fresh game in corvega, result was the same.

the issue is that the captives are getting overlays and everything, but only according to the general settings - whatever is set for the captive faction is not doing anything. I turned off all overly for all other factions which didn't change anything - captives still get overlays.
I'm using the quest distributor.

Here are some screens:
 

  Reveal hidden contents

20230902150050_1.jpg.3660904f8a9fecf6b20c53d4c02e2319.jpg

 

cc3.JPG.f6c7473239945b0aa22317da8443d560.JPG

 

cc2.JPG.995e75e7c6099818a0c0d9e0c18fd7a5.JPG

 

cc4.JPG.94b3fd67f03949f7aac91c0477335722.JPG

 

cc5.JPG.cacca84718a45a9a5b31576d4d29c21c.JPG

 

cc6.JPG.439dd74cbee3b999a03c5b4d9e34e9bf.JPG


do others have the same problem? is it a bug?

 

best

sb

I will have a look, I noticed that there is a couple of issues with Commonwealth Captives when I last played with them.

I haven't played a game with CC for a little bit. (been testing other mods lately)

Posted (edited)

So, could anyone please explain, how to actually install this mod and make it work? To be more correct, how to install support for particular overlay mods that are listed in description?

It states in description that it should support NPC Male Bodies, but there's no option to choose it in installer, and mod description lacks information about installation details. I am barely interested in all that female-only overlays at all, i.e. I'd like to only use NPC male bodies, unisex tattoos set from LooksMenu Body Tattoos mod, and maybe a few of captive tattoos.

 

What should I do to achieve it?

Edited by Allnarta
Posted
23 hours ago, Allnarta said:

So, could anyone please explain, how to actually install this mod and make it work? To be more correct, how to install support for particular overlay mods that are listed in description?

It states in description that it should support NPC Male Bodies, but there's no option to choose it in installer, and mod description lacks information about installation details. I am barely interested in all that female-only overlays at all, i.e. I'd like to only use NPC male bodies, unisex tattoos set from LooksMenu Body Tattoos mod, and maybe a few of captive tattoos.

 

What should I do to achieve it?

basic answer is to install the mod and make sure that Distributor Quests or Armor is set to 'Quest' in ROF MCM (btw this is the default option)

 

 

advance answer.

so I should explain a bit more,

there is a lot to unpack

 

there is two methods of NPC overlay injection (Quest(newest and default) and armor based(older))

 

Quest

you don't actually need my replacers in this version, because it uses strings in a script to govern overlays

this accepts all of the mentioned overlays

You need to install your chosen overlays to use them (but you don't need all of them)

NPC Males Bodies is supported in this version

 

Armor

this works a bit differently, this equips a leveled list object which each of the replacers inject an armor into. (which is then activated)

this doesn't accepts all of the mentioned overlays (only the ones mentioned in the FOMOD)

You need to install your chosen overlays to use them (but you don't need all of them)

NPC Males Bodies is NOT supported in this version

 

 

about the replacers, there are other reasons to install them, one of the features which has been somewhat forgotten is the tattoo gun (hair style kit) which allows you to give yourself and others some overlays (without using the managers)

Posted

So, it supports installed NPC male bodies mod automatically as I understand? The it's good, thanks. :) I suspected it's like this as I run array checks from MCM and it indeed recognized NPC male bodies overlays.

Posted

Good News Everyone,

 

because of a recent update to Robco Patcher.

 

I am able to randomly distribute overlays to Dead NPC's (as well as living NPC's).

 

basically it uses an armor to manage the overlays (as opposed to the Spell and Perk) and then it uses the Event "OnContainerChanged" so it is a bit buggy.

(it reads some NPCs as NONE which causes issues)

 

a lot of testing and bug fixing is ahead of me. (I will be testing modded Dead Bodies because that is a known issue)

 

 

in other News, I have no Idea if I am porting this mod to Starfield.

I need to wait to see what other modders are doing.

 

There are so many steps before I would be able to start making a mod.

Posted (edited)

well it turns out that I was wrong about what fixes the invisible dead body.

 

it is NOT the overlays that fixes it.

 

rather it is the armor(that activates the overlays) that fixes the body.

 

so with this knowledge, I am making a tick tocker armor (every 10 seconds, it switches from one armor to another armor) *I have already tested it in a save then load and it works.

but I need more testing.

 

also I should post this in a separate mod (ESL)

 

heh, it turns out to so bloody simple (such is modding)

 

here are some screenshots (I swear that I took these screenshots in this order) *the text in the second was debugging message which has been removed

 

 

 

 

20230911123014_1.jpg

20230911123015_1.jpg

20230911124126_1.jpg

20230911124130_1.jpg

Edited by Invictusblade
Posted

Here is the beta of Dead Body Fixer

 

I need a tester, can anyone try this mod to see if it works on your system

 

so how the mod works is that the dead body will get two invisible armor pieces and there is a script on both of them to unequip and equip the other after 10 seconds.

 

so two methods of testing

 

1. find a dead body(that was dead by design) and quicksave and quickload a few times while removing clothing. *I would prefer if you find modded corpses because they will be the target

there is a slight issue with timing, you may need to wait up to 9-10 seconds for it to work on invisible bodies. (I can decrease the time but I am wondering about performance)

 

2. play normally and see if there is any issues.

 

This requires the latest version of Robco Patcher https://www.nexusmods.com/fallout4/mods/69798

(The latest version added a function called 'ObjectstoAdd')

 

install instructions

open with 7Z and dump the contents to DATA Folder and activate it. (it requires the latest Robco)

Dead Body Fixer v1.7z

Posted
17 minutes ago, bahnur said:

Hi i will test this because i have the exact same problem 

thank you, I have made a proper download page for it

it is the same file as above but I needed safer / better screenshots because I had the habit of making nude screenshots

 

for example, the first screenshot vs the second.

(at least the toe nails work)

20230912120212_1.jpg

20230912120230_1.jpg

20230912120233_1.jpg

Posted
1 hour ago, bahnur said:

I download random overlay on nexus, but for porpucine overlay do i have to download the LL version?

both are the same version, it is easier that way

 

so with those mods, I haven't added to the replacer list because of lazyness.

BUT you do not need the replacers if you are running the default Quest option (in one of the first pages of ROF MCM) *it works in a different way

  • 2 weeks later...
Posted
8 hours ago, vaultbait said:

I saw that, I will have a look at it and update the mod when I sort it out.

 

I need to start playing this game again (I have been all over the map with my gaming)

 

Baldur's Gate III (Stopped Playing) *I would like to start playing this again but cannot for some reason

Starfield (slowed down)

Necesse (started playing)

Generation Zero (Started Again)

Cyberpunk 2077 (brought the DLC and been somewhat started playing v2.0)

Stardew Valley (need to sort out Mods)

The Division 2 on PS5 (I still enjoy it)

 

sorry, I am just ranting

Posted
11 minutes ago, Invictusblade said:

I saw that, I will have a look at it and update the mod when I sort it out.

 

I need to start playing this game again (I have been all over the map with my gaming)

 

Baldur's Gate III (Stopped Playing) *I would like to start playing this again but cannot for some reason

Starfield (slowed down)

Necesse (started playing)

Generation Zero (Started Again)

Cyberpunk 2077 (brought the DLC and been somewhat started playing v2.0)

Stardew Valley (need to sort out Mods)

The Division 2 on PS5 (I still enjoy it)

 

sorry, I am just ranting

Don't apologise, sometimes people need to rant :)

And play other games

Posted

shit the post above reminds me that I never did post the update for the new changes (I added an armor that allow dead bodies(all of them) to receive tattoos)

*the dead NPC Fixer kinda took my focus

**also I think I need to fix a couple of things because of how it works. (it finds NONE quite a few times)

Posted

Hello, I just want to say thank you!!! I think it's great that you also included body hair for men in your mod. Your mod brings so much variation to the game, thank you!!!

❤️❤️❤️

Posted
3 hours ago, LoveBob said:

Hello, I just want to say thank you!!! I think it's great that you also included body hair for men in your mod. Your mod brings so much variation to the game, thank you!!!

❤️❤️❤️

undoubtedly

Posted (edited)

it looks like I need to fix ROF for the time being so everyone will need to wait for TBOSBodyHair Addon.

 

I will work on it tomorrow

 

also I should post my New Dead NPC Fixer to Nexus.

 

btw the bugs that I am talking about is recently added bugs (that I added when I added an armor to allow Dead NPCs to receive Overlays)

as well as other changes I have made since (which I cannot actually remember at the moment)

 

so the current release should work fine

 

update->

so I have run into a problem with Male Body Hair

because the Male Bodies Mod contains an insane number of overlays (over 600, I think)

I needed to rework the script to suit that number of overlays so I cheated by having the script reading the name of the overlay and then adds the number to it later,

so "Jay33721_V32_HairyDirty" + "00a" = Jay33721_V32_HairyDirty00a

 

so now I am running into problems because of the new overlay pack.

 

so I decided on the following

I will move the new overlays(Fuzz - Bodyhair overlays - BT3) into the Pubic Hair section (avoids the issues above) *This section had nothing for Males.

 

then I could change the script and MCM to allow you to choose between Body Hair and Pubic Hair between the Sexes or maybe not.

(This might open a can of worms that I do not want to get into)

Edited by Invictusblade

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