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On 11/19/2023 at 11:32 PM, vaultbait said:

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.

I would like a specific templated npc. I want to use the mod "just business" to capture a raider. Then, when she is captured I want to be able to change her skin to the clean one, so she doesn't have the dirty raider skin any more. Is there any mod that can do that? Like maybe cwss or get dirty, since they have their own dirt overlay.

On 11/19/2023 at 11:32 PM, vaultbait said:

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.

Thank you I'll have a look. I like rof giving them to all npcs randomly, I just didn't particularly want the included presets because I prefer the npcs to have a little less anime body. 

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17 hours ago, Invictusblade said:

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)

Cheers. I reinstalled it and used the blank presets and every npc I found I pressed the cycle bodymorphs hotkey so they reverted back to default. I want the presets to be cbbe presets, like slim, curvy, vanilla (instead of the Jane bod, bombshell, etc) I'll have a look into the included inis and bodygen to see if I can figure it out. 

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48 minutes ago, Dubhorizon said:

I would like a specific templated npc. I want to use the mod "just business" to capture a raider. Then, when she is captured I want to be able to change her skin to the clean one, so she doesn't have the dirty raider skin any more. Is there any mod that can do that? Like maybe cwss or get dirty, since they have their own dirt overlay.

 

You could try LooksMenu's skin replacer feature, though you'd need to add or find configuration for a generic clean skin that reuses the default clean skin texture files. I have a feeling this won't work on generic NPCs though for the same reason editing their faces with LM doesn't, but it's worth a shot.

 

Keep in mind that the "dirt" on raiders is actually part of the skin texture file itself, not an overlay nor a shader. I suppose you could replace the files for the dirty skin with clean equivalents and then use something like RobCo Patcher to apply a spell to all raiders that adds dirt shaders to them instead, and dispel that when they're captured/bathed... that would be a pretty involved mod all its own though, and I don't know what the performance implications would be of adding shaders to every raider, scavver, or other human that classically uses the dirty skin textures.

 

 

49 minutes ago, Dubhorizon said:

Thank you I'll have a look. I like rof giving them to all npcs randomly, I just didn't particularly want the included presets because I prefer the npcs to have a little less anime body. 

 

You can convert BodySlide presets to BodyGen templates with the BodyConvert tool.

Edited by vaultbait
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15 hours ago, vaultbait said:

 

You could try LooksMenu's skin replacer feature, though you'd need to add or find configuration for a generic clean skin that reuses the default clean skin texture files. I have a feeling this won't work on generic NPCs though for the same reason editing their faces with LM doesn't, but it's worth a shot.

 

Keep in mind that the "dirt" on raiders is actually part of the skin texture file itself, not an overlay nor a shader. I suppose you could replace the files for the dirty skin with clean equivalents and then use something like RobCo Patcher to apply a spell to all raiders that adds dirt shaders to them instead, and dispel that when they're captured/bathed... that would be a pretty involved mod all its own though, and I don't know what the performance implications would be of adding shaders to every raider, scavver, or other human that classically uses the dirty skin textures.

 

 

 

You can convert BodySlide presets to BodyGen templates with the BodyConvert tool.


Those are really great ideas, thank you so much! I see they already have the template and morphs ini for cbbe in the bodyconvert link, which is perfect and exactly what I was looking for. I'll have some coffee to try and wake up and see if I can make this work! About making a mod for the skin change though, I wish I had the time to do so but unfortunately due to work I have very little time (and brain power) to try and make a mod like that, but if I have the time, I will give it a try.

All in all, I love the idea of Random Overlay Framework and I think it has a lot of features that are essential. Giving small details to all npcs (from different body type to different moles, pimples, etc) ensures that every single npc you meet is very unique in a way and adds lots more replayability too. It's also very stable too, I hadn't had any issues with it whatsoever, even when I messed up and changed files mid playthrough.

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10 hours ago, DasKebab said:


SPID on both, I think its perk.

actually can you show me a file from your system

Check po3_SpellPerkItemDistributorF4.log file in My Games/Fallout 4/F4SE, for more information about the process, including how many NPCs the spells/perks/items were added to.

5 hours ago, DasKebab said:

Another interesting thing, I've set the pubic hair chance to 100, even went to x4 with all faction, and yet, even with manual overlay apply, they sometime not overlayed with said pubic but instead overlayed with nail polish which I've set to 0 and disabled

I will have a look because that is weird maybe I messed up one of the MCM's or scripts

I will have a look

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7 hours ago, Dubhorizon said:


Those are really great ideas, thank you so much! I see they already have the template and morphs ini for cbbe in the bodyconvert link, which is perfect and exactly what I was looking for. I'll have some coffee to try and wake up and see if I can make this work! About making a mod for the skin change though, I wish I had the time to do so but unfortunately due to work I have very little time (and brain power) to try and make a mod like that, but if I have the time, I will give it a try.

All in all, I love the idea of Random Overlay Framework and I think it has a lot of features that are essential. Giving small details to all npcs (from different body type to different moles, pimples, etc) ensures that every single npc you meet is very unique in a way and adds lots more replayability too. It's also very stable too, I hadn't had any issues with it whatsoever, even when I messed up and changed files mid playthrough.

so an idea I had,

so I was thinking about an option to change the skin of the NPC for each faction before any overlay happened.

1. no action(Default)

2. Clean

3. Dirty

4. Ghoul (to see if it works)

 

but it won't affect the face so if the face is dirty then it will remain dirty (this is solely a body thing only) *thinking about it, this might be the reason why I didn't do this.

but I will give it a try anyway

Edited by Invictusblade
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On 11/3/2023 at 9:21 AM, deathmorph said:

I installed BodyColorsOverlay in addition to the new version as that seems to be a hard requirement. However, my problem now is that immediately afterwards my Tactical Flashlights lamp and various clothing disappeared. However, when I go into the containers or corpses, these things are displayed, but with 0.


I described this problem here and also attached a screenshot there. After uninstalling and installing the previous version everything was fine again.


From my point of view, one of the two mods will be responsible for this, although I don't know which one yet.

so I finally gotten around to looking at this issue, sorry for the wait.

 

this is a weird one, so whenever you are wearing some sorts of helmets, it doesn't seem to work properly with the armor manager.

 

I tested it with Morgans space suit from Prey and it also doesn't work.

 

I have no idea what is going on!!!

 

so I have been doing testing while writing this. (hence the above text) *so I am back to having no idea about your problem

 

so what is the order of events in your game?

so do you repeat the overlay manager on NPC's?

which NPCs are affected?

Armor or Quest? which one? (check the MCM uninstallation page)

 

 

 

btw there are flaws with the script, (in regards to the armor manager)

so the hotkey command doesn't work (with armor) *but it does remove the keyword blocking future overlays

and the only reliable way for armors_manager to work is to equip it in the console.

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13 hours ago, Invictusblade said:

actually can you show me a file from your system

Check po3_SpellPerkItemDistributorF4.log file in My Games/Fallout 4/F4SE, for more information about the process, including how many NPCs the spells/perks/items were added to.

I will have a look because that is weird maybe I messed up one of the MCM's or scripts

I will have a look

|po3_SpellPerkItemDistributorF4.log

Here you go. Another thing to note, I switched to Robco Armor, same issue. Will do more trial

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14 minutes ago, georgechalkias said:

Lil bit curious. Do the random overlay affect main NPCs? Main NPCs as in... Main characters for quests (and modded quests) such as Danse, Mayor of DC, etc.

so it should affect everyone except the following...

 

Some Elderly require an option to allow them to receive overlays

All companions(human and ghoul) require an option to allow them to receive overlays

 

other NPCs might not get overlays (the distribution relies on HumanRace and GhoulRace) *so anything outside of that probability won't work. (overlays commands should still work)

**such as certain modded content that use custom races won't work. (but I cannot tell you on top of my head)

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3 hours ago, Invictusblade said:

can you sent me your papyrus logs, check number 3 of my spoiler signature. (also put "Debug Trace Messages" to enable) and do whatever (go to a new place)


hm, having some weird issue with my papyrus logging, last logs were all 4 months ago, even tho I already set it to enable logging.

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On 11/22/2023 at 12:22 AM, Invictusblade said:

so an idea I had,

so I was thinking about an option to change the skin of the NPC for each faction before any overlay happened.

1. no action(Default)

2. Clean

3. Dirty

4. Ghoul (to see if it works)

 

but it won't affect the face so if the face is dirty then it will remain dirty (this is solely a body thing only) *thinking about it, this might be the reason why I didn't do this.

but I will give it a try anyway


Yeah that's a good idea. Face dirt and body dirt are seperate to each other, as far as I'm aware. The body dirt is textures while face is overlays. So even a clean body will blend with a dirty face. Face can be changed with the mod "Surgery chair for NPCs". Not sure about ghouls though, but I bet it will be funny for a few seconds.

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15 hours ago, DasKebab said:


hm, having some weird issue with my papyrus logging, last logs were all 4 months ago, even tho I already set it to enable logging.

that is weird, so upload the robco patcher log (same place as the SPID Log from above but it is called RobCo_Patcher.txt)

 

5 hours ago, Dubhorizon said:


Yeah that's a good idea. Face dirt and body dirt are seperate to each other, as far as I'm aware. The body dirt is textures while face is overlays. So even a clean body will blend with a dirty face. Face can be changed with the mod "Surgery chair for NPCs". Not sure about ghouls though, but I bet it will be funny for a few seconds.

I will have a look at doing it,

assuming it works (I did play around with something like this but completely different, it was a roundabout method of injecting overlays onto dead bodies that didn't work at all)

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39 minutes ago, DasKebab said:

After doing some restarting, seems to work okay. But do sometime have hickups regarding who gets whats.

Already set a few things as disabled in the setting, yet they still appear

have you clicked the uninstall old MCM button?

it is called "Stops Old Random Overlay Framework MCM"

 

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11 hours ago, Invictusblade said:

so quick question, which ghoul skin do you prefer (mainly the face actually)

I prefer 3

 

1. (with the ghoul face which is a bit broken because of no makeup and bah bah)

20231123192613_1.thumb.jpg.0279c57d869951e93f42e3ec24becfbc.jpg

2. (with normal face)

20231123192615_1.thumb.jpg.a5fed78c5c25cf85d8b3cdd7a7f85556.jpg

3. (Old person skin which has an interesting blend of the two (Human & Ghoul))

20231123192617_1.thumb.jpg.f632ea56b3c705c2e404d27f15c29e71.jpg


Surprisingly, the normal face seems to blend best. At least in my opinion.

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I found those errors in the log while traveling:

 

[11/23/2023 - 11:30:19PM] error: Cannot call GetValue() on a None object, aborting function call
stack:
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 140
[11/23/2023 - 11:30:19PM] warning: Assigning None to a non-object variable named "::temp76"
stack:
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 140
[11/23/2023 - 11:30:19PM] error: Cannot call GetValue() on a None object, aborting function call
stack:
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 141
[11/23/2023 - 11:30:19PM] warning: Assigning None to a non-object variable named "::temp79"
stack:
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 141
[11/23/2023 - 11:30:19PM] error: Cannot call GetValue() on a None object, aborting function call
stack:
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 174
[11/23/2023 - 11:30:19PM] warning: Assigning None to a non-object variable named "::temp108"
stack:
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 174
[11/23/2023 - 11:30:28PM] error: Cannot unequip a None item
stack:
	[ (FF002FAB)].Actor.UnequipItem() - "<native>" Line ?
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 176
[11/23/2023 - 11:30:28PM] error: Cannot remove None from a container
stack:
	[ (FF002FAB)].Actor.RemoveItem() - "<native>" Line ?
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 177

and i don't know why. as you can see all the calls start with [None], so the script is attached to nothing ?. Maybe "IsBoundGameObjectAvailable()" check can help in this situation ? but if it's not harmful, then there is no need for extra checks.

Edited by lee3310
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2 hours ago, lee3310 said:

I found those errors in the log while traveling:

 

[11/23/2023 - 11:30:19PM] error: Cannot call GetValue() on a None object, aborting function call
stack:
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 140
[11/23/2023 - 11:30:19PM] warning: Assigning None to a non-object variable named "::temp76"
stack:
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 140
[11/23/2023 - 11:30:19PM] error: Cannot call GetValue() on a None object, aborting function call
stack:
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 141
[11/23/2023 - 11:30:19PM] warning: Assigning None to a non-object variable named "::temp79"
stack:
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 141
[11/23/2023 - 11:30:19PM] error: Cannot call GetValue() on a None object, aborting function call
stack:
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 174
[11/23/2023 - 11:30:19PM] warning: Assigning None to a non-object variable named "::temp108"
stack:
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 174
[11/23/2023 - 11:30:28PM] error: Cannot unequip a None item
stack:
	[ (FF002FAB)].Actor.UnequipItem() - "<native>" Line ?
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 176
[11/23/2023 - 11:30:28PM] error: Cannot remove None from a container
stack:
	[ (FF002FAB)].Actor.RemoveItem() - "<native>" Line ?
	[None].INVB_Overlay_Faction_Sorter_Armor.OnContainerChanged() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Faction_Sorter_Armor.psc" Line 177

and i don't know why. as you can see all the calls start with [None], so the script is attached to nothing ?. Maybe "IsBoundGameObjectAvailable()" check can help in this situation ? but if it's not harmful, then there is no need for extra checks.

I will look into it, this sometimes happens with dead bodies but I am questioning no name NPCs

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