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Posted

The most recent update is a minor one

minor changes to FOMOD, added option to skip the overlay replacers (with an attempt to explain why you don't need them)

minor change to MCM (changed the location of "Armor or Quest" to the Uninstallation Page)

 

I will be posting to Nexus in the next couple of days.

Posted (edited)

Hey boss. A lil question; if I tick hair options I don't have uninstalled, will it cause any issues? For some reason, those options aren't blocked if I don't have them installed. Would be great if they could be locked out because it's hard to remember which exact hair mods I have added.

Furthermore, if I install your mod first, tick hair options (not installed) and later install hair mods, will your mod recognize them and use them or do I have to reinstall your mod and re-tick the option again? Thanks!

 

And, what's the difference between replacer and non -replacer?

Edited by georgechalkias
Posted
6 hours ago, Invictusblade said:

The most recent update is a minor one

minor changes to FOMOD, added option to skip the overlay replacers (with an attempt to explain why you don't need them)

minor change to MCM (changed the location of "Armor or Quest" to the Uninstallation Page)

 

I will be posting to Nexus in the next couple of days.

 

I didn't really understand the FOMOD at all *laughs* I used to have your mod installed with replacers, but I reinstalled the latest selecting the tattooes and pubic hair options I have installed but without the replacer option. It did take me three tries (my first two installation attempts resulted in instant crashing a few seconds after logging in), but eventually I got it right, and it feels as stable and effective as it was before. I use the spell method (rather than the robco option) if that makes a difference.

 

Overall your mod worked great before and works great now. But if this new way is better, I trust your opinion as the author and the expert :)

Posted (edited)
11 hours ago, georgechalkias said:

Hey boss. A lil question; if I tick hair options I don't have uninstalled, will it cause any issues? For some reason, those options aren't blocked if I don't have them installed. Would be great if they could be locked out because it's hard to remember which exact hair mods I have added.

Furthermore, if I install your mod first, tick hair options (not installed) and later install hair mods, will your mod recognize them and use them or do I have to reinstall your mod and re-tick the option again? Thanks!

 

And, what's the difference between replacer and non -replacer?

so hairs work a bit differently to overlays, that they are coded in the ESP/ESM while overlays are not,

 

so in the hair cut kits, I had to add each and every headpart to it. (which makes mod support extra difficult)

 

here is a screenshot of my haircut armor for TBOS hairs (which I haven't added to the mod release)

Screenshot_111823_111032_AM.thumb.jpg.2ba548947e2db5ca233208b76c0bc4ad.jpg

so default haircut in the mod is only the vanilla haircuts.

(modded haircuts are a bit more buggy because of headpart extra's (such as hats, ponytails))

7 hours ago, Karna5 said:

 

I didn't really understand the FOMOD at all *laughs* I used to have your mod installed with replacers, but I reinstalled the latest selecting the tattooes and pubic hair options I have installed but without the replacer option. It did take me three tries (my first two installation attempts resulted in instant crashing a few seconds after logging in), but eventually I got it right, and it feels as stable and effective as it was before. I use the spell method (rather than the robco option) if that makes a difference.

 

Overall your mod worked great before and works great now. But if this new way is better, I trust your opinion as the author and the expert :)

about the replacer vs non-replacer,

I think I was concerned about mod authors being worried about me overriding their mods (or some thing like that) *it was a couple of years ago and I haven't bother updating it lately

 

the only real place for non-replacers nowadays when there is data inside of his mod (such as the new "Body_ColorOverlays" which contains 3D Pubic Meshes)

so I made the "Body_ColorOverlays_ROF" to contain the levelled lists and other stuff

 

but there is another reason for using replacers is because some of the overlay mods are so old that they are still using ESP(ESP) instead of ESP(ESL) so I added the esl tag to them.

 

 

so I should do a cleanup of them

Edited by Invictusblade
Posted
3 hours ago, Invictusblade said:

but there is another reason for using replacers is because some of the overlay mods are so old that they are still using ESP(ESP) instead of ESP(ESL) so I added the esl tag to them.

 

This time I tried without the replacer plugins, and realized that all the overlay packs with their own plugins can be trivially flagged light in Vortex anyway, no compacting/renumbering required. I gather it's a little harder than just clicking a button in MO2, but still, turns out this wasn't a significant benefit of the replacers after all.

Posted

so about the new version, unless you want some hair and eye addons then you can skip it

 

TCD Eyes (located inside Tattoos Collection by Dreivor) *I might change the eye MCM option to have allow different types of eyes (so new synth eyes for synths and not for humans)

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

Anto Hair Pack (I recommend that you do not use the haircut manager MORE THAN ONCE, it is buggy and I have no idea how to fix it *it is to do with extra head parts)

https://www.nexusmods.com/fallout4/mods/73092

 

btw I was looking into doing a "The Eyes Of Beauty" addon but upon looking at the mod, I became pretty depressed about it (lots and lots of eyes) *so it may take a while

(doing eyes and hairs take a while longer than most things in this mod,)

 

Posted
1 hour ago, Invictusblade said:

btw I was looking into doing a "The Eyes Of Beauty" addon but upon looking at the mod, I became pretty depressed about it (lots and lots of eyes) *so it may take a while

? i know the feeling, it's really tedious and boring to add support for mods with a large number of assets.

Quick question, can you apply eyes and hairs (headparts) to leveled NPCs ? or only unique ones.

Posted
18 minutes ago, lee3310 said:

? i know the feeling, it's really tedious and boring to add support for mods with a large number of assets.

Quick question, can you apply eyes and hairs (headparts) to leveled NPCs ? or only unique ones.

it only seem to work on unique NPC's, I think it is to do with the trait system.

 

are you happy with the new updates?

Posted (edited)
24 minutes ago, Invictusblade said:

it only seem to work on unique NPC's, I think it is to do with the trait system.

 

are you happy with the new updates?

I didn't try it yet (the "c" version i mean) but the quest system is the best IMO. One question though: did you try using an armor with no slot at all to avoid any conflict with other equipped objects ?  you should still get an onEquip event even if the armor doesn't cover any body slot.

Edited by lee3310
Posted
16 minutes ago, lee3310 said:

I didn't try it yet (the "c" version i mean) but the quest system is the best IMO. One question though: did you try using an armor with no slot at all to avoid any conflict with other equipped objects ?  you should still get an onEquip event even if the armor doesn't cover any body slot.

I will have a look at doing a no slot armor and see if that works. (for this and dead Body fixer)

Posted
41 minutes ago, georgechalkias said:

I received this after installing your new version of autonomy and overlay framework. Is this normal?

https://imgur.com/weEYpRu

should be fine, unless you use the armor overlay system (see last page of ROF MCM) *if you are using the quest overlay system then you are fine without them.

 

the only thing that might be missing is some items from the vendors.

 

51 minutes ago, georgechalkias said:

The FOMOD changes are much better and less confusing now. Thank you for that.

Could you add these into eyes random category too? Glowing eyes.

hard to say because the mod doesn't "exist" anymore in the normal sense but I can give you some instructions tomorrow or the next day so you can make your own version

Posted
9 minutes ago, Invictusblade said:

should be fine, unless you use the armor overlay system (see last page of ROF MCM) *if you are using the quest overlay system then you are fine without them.

 

the only thing that might be missing is some items from the vendors.

Ok, thanks! It was already set to quest it seems. Keep up the good work!

Posted

v2.425c (Changelog overhaul) *Nothing new but I needed to edit the changelog
---------------------------------------
changes to FOMOD
also I added hair and eye support to FOMOD

New supported Mods
Looksmenu - More Pubic Hair Overlays
https://www.nexusmods.com/fallout4/mods/72399
Body_ColorOverlays
https://www.nexusmods.com/fallout4/mods/75384
TCD Eyes (located inside Tattoos Collection by Dreivor)
https://www.nexusmods.com/fallout4/mods/49177
Anto Hair Pack
https://www.nexusmods.com/fallout4/mods/73092

Major changes to MCM
1. Divided it in half (Basic Options and Faction Options)
2. Changed the location of "Armor or Quest" to the Uninstallation Page)
3. Added array options (this controls the overlays given)
4. Changed the following

Pubic Hair Style with Modifier = Allows Bushy or Styled or Both in a number of Modifiers (1x, 2x, 3x, 4x, and 3d Mesh(Visible and Invisible to Pipboy)
Body Hair Style with Modifier = Allows Clean or Dirty or Both in a number of Modifiers (1x, 2x, 3x, and 4x)
Skin Conditions with Modifier = Allows Acne or Birthmarks or Moles or Scars or All in a number of Modifiers (1x, 2x, 3x, and 4x)
Damage Marks with Modifier = Allows Bruises or Spanked or Whipped or All in a number of Modifiers (1x, 2x, 3x, and 4x)
Hands and Feet with Modifier = Allows Hands and Feet in a number of Modifiers (1x, 2x, 3x, and 4x)
Tattoos can be modified = Toggle Slave Tattoo's (Allow Slave Tattoos, No Slave Tattoos, Allowed Only Slave Tattoos)
Tattoo Modifier = Increase chances of Tattoos (1x, 2x, 3x, and 4x)

*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.
 
Installation log

1. install the mod
2. go into Random Overlay Framework (Basic) MCM
3. go into Uninstallation page and click "Stop Old Random Overlay Framework MCM" and exit MCM
4. go into Array Commands page and click "Refresh Random Overlay Framework Overlays and arrays" and exit MCM
5. it should work afterward (it should also work before doing the steps but just in case)
*so there will be papyrus logs issue, I decided to change MCM location (in hindsight, I shouldn't have but nevertheless)
6. you may need to go into the MCM folder and remove the following folders
"INVB_OverlayFramework"
"INVB_OverlayFramework_Advanced"
7. Go to MCM and then Settings
you can easily transfer the settings from the old setting to the new systems by copying and pasting the setting to the new settings files
copy from "INVB_OverlayFramework.ini" (or just make a copy of it and rename it to the following)
and paste into "INVB_OverlayFramework_Basic.ini" and "INVB_OverlayFramework_Factions.ini"

Posted

I had the same problem again: after installing the new version, clothes from my inventory could no longer be accessed. My character visually had the tactical lamp on his head, but it was gone in his inventory.
Tested with Robco Armor and Robco Spell.
I'm back to 2.35b with Robco Spell - everything is back.

Posted
49 minutes ago, DasKebab said:

Using Human Resources, want my slaves to have overlays, but I am confused to which category are they, Settlers, captive or their original faction?

Not their original faction. Pretty sure settlers.

Posted
15 hours ago, Invictusblade said:

it only seem to work on unique NPC's, I think it is to do with the trait system.

 

are you happy with the new updates?

Yes, I'm happy with update! Thank you for that. Everything works fine.

Posted

Hey, I just downloaded the mod. Works great so far, however I was hoping to do two things that I don't know how to. Firstly, I want to change the skin of an npc. From that dirty raider skin she has, to the normal skin that settlers use. And secondly I want to use my own body morph presets, instead of the ones included. Could point me to the right direction?

Posted (edited)
14 minutes ago, Dubhorizon said:

I want to change the skin of an npc. From that dirty raider skin she has, to the normal skin that settlers use.

 

A specific NPC, or all NPCs that use the "dirty" (raider) skin? Is the NPC unique or templated from a leveled actor form? If it's a unique NPC you should be able to create a patch plugin that switches their skin texture file path to the "clean" version. If you want to do it to all NPCs you can just copy one set of skin files over top of the other. If it's a templated NPC, I don't know of a way to accomplish that without it affecting every other NPC generated from the same leveled actor form.

 

14 minutes ago, Dubhorizon said:

I want to use my own body morph presets

 

You don't really need ROF for that at all. It's actually a feature of LooksMenu called BodyGen, and you can supply your own templates.ini and morphs.ini files (like the ones that come with ROF if you choose its FOMOD installer option for that). Read about the BodyGen configuration format on the LooksMenu mod page to find out how to make your own.

Edited by vaultbait
Posted
17 hours ago, georgechalkias said:

If I set tattoos on Raiders to 3x, does that mean they will spawn with random chance of obtaining between 1 to 3 tattoos?

so if the arm tattoo chance is set to 25% and a raider modifier is set to 3x then 3 x 25% = 75%

basically it allows you to have a low chance for some factions while at the same time, it allows some other factions to have an increased chance via modifiers

 

this is an example I used in the changelog (older one, not the refined one I posted yesterday)

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.

13 hours ago, deathmorph said:

I had the same problem again: after installing the new version, clothes from my inventory could no longer be accessed. My character visually had the tactical lamp on his head, but it was gone in his inventory.
Tested with Robco Armor and Robco Spell.
I'm back to 2.35b with Robco Spell - everything is back.

I will have a look because this mod shouldn't do anything like that

13 hours ago, DasKebab said:

Using Human Resources, want my slaves to have overlays, but I am confused to which category are they, Settlers, captive or their original faction?

hard to say, I will have a look

10 hours ago, Jeffey67 said:

Yes, I'm happy with update! Thank you for that. Everything works fine.

thank you

8 hours ago, Dubhorizon said:

Hey, I just downloaded the mod. Works great so far, however I was hoping to do two things that I don't know how to. Firstly, I want to change the skin of an npc. From that dirty raider skin she has, to the normal skin that settlers use. And secondly I want to use my own body morph presets, instead of the ones included. Could point me to the right direction?

simply delete the following path, \Fallout 4\Data\F4SE\Plugins\F4EE\BodyGen\INVB_OverlayFramework.esp\

 

I was thinking about doing something with dirty vs clean skins (so I will look into it for the next update)

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