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17 hours ago, the.witcher said:

 

I finished my 1st playthrough (yay! 250 hours :) what a blast!)

I'll be starting my fresh new game soon adn will keep on posting. I hope a lot of stuff will work better now since all the mods will load on game start.

 

Anyway,

 

mod load order:

  Reveal hidden contents

# This file was automatically generated by Mod Organizer.
*Unofficial Fallout 4 Patch.esp
*HUDFramework.esm
*XDI.esm
*BakaFramework.esm
*WorkshopFramework.esm
*REFramework.esm
*PPF.esm
*Community Fixes Merged.esp
*TMR_GlitchfinderAIO.esm
*Ownership Fixes.esp
*OutlineWorkshopShader.esl
*TortureDevices.esm
*AAF.esm
*AAFThemes.esl
*WashOutThatCum.esl
*ComfySocks.esl
*behSlaveMarket.esm
*SkimpyArmorKeywordResource.esm
*lnrLMFO4AllInOne-AdditionalPubicHairOverlays.esl
*lnrLMFO4AllInOne-PubesForeverOverlays.esl
*porcOverlays.esl
*MaleBodies.esm
*INVB_OverlayFramework.esp
*TacticalReload.esm
*porcPubes.esl
*ECF.esl
*RSE_II_Resources.esm
*Bememoth Separated Cart.esl
*Enhanced Vanilla Armor and Clothing.esp
*Fixed Gobo Effects.esp
*Wetness Shader Fix.esp
*DiamondCityBillboards.esp
*FO4ParticlePatch.esp
*WeaponModFixes-GOTY.esp
*Community Fixes Merged - Weapon Mod Fixes Patch.esp
*RAW INPUT.esp
*Less Annoying Berry Mentats.esp
*LetMeUseThat.esp
*Complex Vendors.esp
*Complex Vendors - UFO4P Patch.esp
*BlockingOverhaul.esp
*NPCs Use Items.esp
*A Forest.esp
*Dynamic Lights and shadows Overhaul.esp
*NiceBush.esp
*ENBLightsHDRPatch.esp
*UltraInteriorLighting.esp
*MutilatedDeadBodies.esp
*PlayerComments.esp
*FirstPersonMessagesMerged.esp
*ImmersiveAnimationFramework.esp
*Eli_Armour_Compendium.esp
*Thrive Redone.esp
*Bastion.esp
*SimplePowerArmorReductionSystem.esp
*Keep Radiants In Commonwealth.esp
*Weapon Scrapping Redone.esp
*Clothing Scrapping Redone.esp
*Gloomy Glass.esp
*FlaconOil_BA2_2K_Part1.esp
*VividFallout - AiO - BestChoice.esp
*Targeted Textures.esp
*WAVE.esp
*Companion Thoughts Overhaul.esp
*IcebreakerCDO-Piper.esp
*AmazingFollowerTweaks.esp
*Fallout 4 AI Overhaul.esp
*NAC.esp
*ilbtest.esp
*Flashy_PersonalEssentials.esp
*BoundInPublic.esp
*Backpacks of the Commonwealth.esp
*GoodneighborView.esp
*Burst Impact Blast FX.esp
*Modern Firearms.esp
*MagnoCumGaudio.esp
*RSE_II_CSA.esp
*FP_FamilyPlanningEnhanced.esp
*TerrainUndersides.esp
*RealHandcuffs.esp
*AkaWaterWorld.esp
*MWoW.esp
*PuddleReflectionFix.esp
*IAF - Far Harbor & Nuka World.esp
*PD_VisualReload.esp
*ShellRain.esp
*Recycle.esp
*LooksMenu.esp
*Vioxsis_Strap-Ons.esp
*New Landscape Grass v4 Light .esp
*FusionGirl.esp
*A-Body.esp
*AAF_BadEnd_Animations.esp
*AAF_CreaturePack01.esp
*AAF_CreaturePack02DLC.esp
*Atomic Lust.esp
*AVilas_CHAKPack.esp
*Deathclaw_nude.esp
*ErectionFix_SilverPerv.esp
*Farelle_Animations.esp
*FO4_AnimationsByLeito.esp
*Mutated Lust.esp
*PenPos.esp
*UAP Moans.esp
*Vadermania[AAF_anims].esp
*Zaz Particle Effects.esp
*ZaZOut4.esp
*CumOverlays.esp
*GetDirty.esp
GetDirty_NoCleanlinessPatchForCWSS.esp
*TatsAfterRape.esp
*Custom Moans.esp
*OutfitSwitcher.esp
*dD-Enhanced Blood Basic.esp
*AnS Wearable Backpacks and Pouches.esp
*KSHairdos.esp
*The Eyes Of Beauty.esp
*Wasteland Heroines Replacer All in One_2.0.esp
*AAF_GrayAnimations.esp
*SavageCabbage_Animations.esp
*rxl_bp70_animations.esp
*BraveAnims.esp
*BraveAnims_Fix.esp
*Prisoner Shackles.esp
*CRX.esp
*Commonwealth Captives.esp
*Deeper Thoughts - Expressive Curie.esp
*Elzee Cough.esp
*Jump Grunt.esp
*Stimpaks help you breathe.esp
*Wet Effects.esp
*Elzee Breathe.esp
*Elzee Jolly Item Sounds.esp
*Elzee Have a Seat.esp
*KSHairdos_oel.esp
*Lots More Facial Hair.esp
*BetterSettlers.esp
*Facials.esp
*BetterSettlersMortalPack.esp
*SimpleSettlers.esp
*AAF_Dirty_Sex.esp
*Elzee Dynamic Timescale.esp
*Realistic Death Physics - ALL DLC.esp
*AzarPonytailHairstyles.esp
*PlatinumCurieV2.1.esp
*SexEd.esp
*ComMoisturizer.esp
*3dscopes-replacer.esp
*STEALTH AND DETECTION SYSTEM 5c.esp
*FIS-Naming-Weap-Armo-EN.esp
*M8rDisablePipboyEffects.esp
*ScopeOverlayDOF.esp
*3rd Person Cam SmallFix.esp
*ConditionBoy.esp
*Live Dismemberment - Regular.esp
*More_Clothes_Textures.esp
*Commonwealth Captives NPC Patch.esp
*JaxsIncrementalSaveManager.esp
*Stylish_Bloomer_FG.esp
*CCOCheekyCasualsReplacer.esp
*CCOFoxyFactionsReplacer.esp
*CCOSaucySettlersReplacer.esp
*CCOVulgarVillainsReplacer.esp
*ASA.esp
*Crimson_Punk_Outfit.esp
*Kharneth_Slave_Clothes.esp
*Venus_Nine_FG.esp
*CC_Outfit_Injector.esp
*CCOI_StylishBloomer.esp
*CCOI_VenusNine.esp
*HumanResources.esp
*CCOCaitCorsetReplacer.esp
*dcc-bp-lol.esp
*VtawWardrobe5.esp
*VtawWardrobe6.esp
*VtawWardrobe7.esp
*VtawWardrobe8.esp
*CCOI_VTAW5.esp
*CCOI_VTAW6.esp
*CCOI_VTAW7.esp
*CCOI_VTAW8.esp
*MWHitFx.esp
*Vivid Fallout - LOD.esp
*Vivid Fallout - Nuka World LOD.esp
*Vivid Fallout - Far Harbor LOD.esp
*FlaconOil_BA2_2K_Part2.esp
*VividFallout - Quarry - BestChoice.esp
*IcebreakerCDO-Settlements.esp
*Crazy_Animations_Gun.esp
*SlaveTattoos.esp
*ElderlyAndChildrenVanillaAnims.esp
*PlayerH2HAnim.esp
*Crackle.esp
*ws_pubes.esp
*LewdMarks.esp
*INVB_OverlayFramework_DeadOverlays.esp
ServitronStrap.esp
*VIO_Strap-On.esp
*AAF_SCRS.esp
*PhotoMode.esp
*SettleObjExpandPack.esp
*SettleObjExpandPack-AllLightShadowEnabler.esp
*ScreenArcherMenu.esp
*CompanionStatus.esp
*CumNWealth.esp
*CumNWealth_mutant.esp
*Zaz Particles.esp
*CigaretteInMouth.esp
*Flashy_CrimeAndPunishment.esp
*BetterSettlersCCAPack2.0.esp
*BetterSettlersNoLollygagging.esp
*Dogmeat's Backpack.esp
*Carry Weight Revised - 100-5.esp
*Backback_TeddyBearByFeather.esp
*Scavver's Backpacks.esp
*Diacute's Backpack Of The Commonwealth.esp
*AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
*LightUp2.0.esp
*AAF_Violate.esp
*AAF_Violate_DLC_Patch.esp
*AAF_Violate_Feral_Animations.esp
*AAF_AutonomyEnhanced.esp
*Aigni_UltraWide.esp
*NAC-NW.esp
*NAC-FH.esp
*Grasslands - Healthy.esp
*SunLightAlignment.esp
*FlaconOil_BA2_2K_Part3.esp
*PIE_AForestChoppableTrees.esp
*NACX-AN76-WeatherCompatibility.esp
*LooksMenu Customization Compendium.esp
*LenA_RadMorphing.esp
*UnhealthyCraving.esp
*UnhealthyCraving_GetDirty.esp
*ImTalkingToYou.esp
*Lightweight Lighting.esp
*WET.esp
*PRP.esp
*PRP-Compat-UIL.esp
*EnhancedLightsandFX.esp
*ELFX_ENBLight_Patch.esp
*Pip-Boy Flashlight.esp
*MAIM Distributor.esp
*MAIM 2.esp
*MAIM 2 - Stimpaks Help You Breathe Patch.esp
*MAIM 2 - Dismemberment Patch.esp
*Vivid Waters.esp

 

mod order (mo2 left pane order, so overwrite order i guess) take not below is in reverse order: top is last in mo2 pane. Mods are prefixed with ` + ` sign.

 

  Reveal hidden contents

# This file was automatically generated by Mod Organizer.
-= = = = = NEW & TESTING = = = = =_separator
+Ultra Wide Interface (21x9)
+OUTPUT BodySlide
+ZeX - ZaZ Extended Skeleton
+Jax's Incremental Save Manager
+Female Children and Elderly Exclusive Vanilla Animations
-- - - = = ALWAYS LAST = = - - -_separator
+Perverted Perks
+Patch for animations (SquirtCum Effects, cum overlays, stages, fixes) 11.0
+AAF_SCRS_Cr
+[AAF] Clean SFX - VaultGirl Voicetype (Regular Version)
+Release_NSFWsoundpack_03_01
+Ultimate AAF Patch
-LL Patches (Near Last)_separator
+AAF Violate Voice Sound
+Raider Pet Voice Sound
-AAF Sex Em Up Voiced Extension
-SexualHarassment Voice Sound
-LL VoicePack_separator
+Lewd Expressions
+Release_50Shades_FluidPatch
+50Shades_v01_5
+Crazy Animations (NMM Gun Version) - 3-11-17
+Brave's Animations
+Four-Play Animations by Crazy 1.3
+BP70 Fallout 4 Sex Animations 2.3
+SavageCabbages Animation Pack
+C.H.A.K. Animation Pack
+FO4_AnimationsByLeito_v2.1b
+Mutated Lust v1.4
+Release_CreaturePackDLC_v01
+Release_CreaturePack_v03_01
+Vadermania[AAF]
+FARELLE_ANIM_MOD_DEV_0.1.2
+Release_BadEnd_v01_05
+Atomic Lust
+ZaZOut4
-LL Animations_separator
-AAF_SEU_V1.19
+Whistle Sound Replacer
-AAF Spectators v1.4
-SexHarassment1.19.4
-AAF Morning Sex With Lover v1.2.1
-SexAttributes2.7.4
-LL Gameplay (This or MCG - ONLY ONE for playthrough)_separator
+AAF - Autonomy Enhanced Redux
+AAF Violate
+(Optional) CompanionStatus_MCG_Version_1.0
+(Optional) LightUp2.0_MCG_Version_1.0
+MCG_(MagnoCumGaudio_FO4)
+RSEII_CSA(v3.1)
+RSE_II_Resources_ESM (v1.0)
-LL MCG (Magno CUM Gaudio)_separator
+Unhealthy Craving
+Rad Morphing Redux
+Sex Education
+LL Gameplay and Utility_separator
+AAF_FamilyPlanningEnhanced_4.025
-LL Pregnancy_separator
+Commonwealth Captives Outfit Injector
+Vtaw Wardrobe 8 Bodyslides
+Vtaw Wardrobe 8 - CBBE - BodySlide
+Vtaw Wardrobe 7 Bodyslides
+Vtaw Wardrobe 7 - CBBE - BodySlide
+Vtaw Wardrobe6 Bodyslides
+Vtaw Wardrobe 6 - CBBE - BodySlide
+Vtaw Wardrobe 5 Bodysldies
+Vtaw Wardrobe 5 - CBBE - BodySlide
+Crimson Punk FG
+Venus Nine Baseball Uniform FG
+Kharneth Slave Clothes - Fusion Girl - CBBE
+Comfy Socks - CBBE Bodyslide
+Absolutely Skimpy Attire
+Stylish Bloomer FG
-LL Captives Clothes_separator
+Human Resources
+BoundInPublic1.3.3
+Plugs of the Commonwealth 112 (navi v2)
+Commonwealth Captives NPC Patch
+Commonwealth Captives v1.00
+CRX
+Prisoner Shackles
+Real Handcuffs
+TortureDevices
-LL Devious Devices, Enslavement, Torture etc_separator
+Random Overlay Framework
+PorcPubes_Esl_02a
+NPCMaleBodies_2.0a BA2 version
+Porcoverlays_esl_02a
+LewdMarks 1.4
+CBBE Pubic Hair Overlays
+LooksMenu - Pubes Forever (Fallout 4 Edition)
+LooksMenu - Additional Pubic Hair Overlays
+Captive Tattoos
+TattooAfterRape1.1.2
-LL ROF (Random Overlay Framework)_separator
+Get Filthy 2k
+MWoW Cleaning Mod
+Commonwealth Moisturizer
+CumOverlays v1.4
+AAF Dirty Sex 1.0
+Wash Out That Cum
+Build Your Own Pool
+GET DIRTY (take a bath)
+LL Bathing & Dirtiness_separator
+SUP F4SE
+Lighthouse Papyrus Extender
+Baka ScrapHeap - Script Memory Limit Expander
+Workshop Framework
+Baka Framework
+Vioxsis Strap-ons - ZeX Bones Fixed
+Vioxsis' Strap-On's of Fallout 4
+Strap-on,viodoe,dick for femaleservitron 4.2
+Custom Moans
+ECF
+AAF Vanilla-Kinky-Creatures Sex Animation Themes
+Advanced Animation Framework
-LL REQUIRED Basics + extension _separator
+RD_SAKR_Repository_v300723.1
+SkimpyArmorKeywordResource1.1.2
+F4z Ro D-oh - Silent Voice
+LLFP-v46-20230716
-# # # # # # # LOVER LAB # # # # # # #_separator
+Screen Archer Menu
+Settlement Objects Expansion Pack
+FO4 Photo Mode
-ML UI Screen Archer (Photo Mode)_separator
+FallUI - Sleep and Wait
+FallUI - Confirm Boxes
+FIS - The NEW FallUI Item Sorter
+FallUI - Map
+FallUI - Icon Library
+FallUI - HUD
+FallUI
+Companion Status HUD
-ML UI_separator
+Immersive Animation Framework
+Barber and Surgery Camera Fix
+Player Exclusive Kicks and Punches Animations
+Two Handed Melee Animations (Player and NPCs)
+Sprint (Male - Player Only)
+Rifles and Shotguns (Player Only)
+Reload Blend Animations
+Power Armor Animations (Player and NPCs)
+Pistol Animations (Player Only)
+One Handed Melee Animations (Player and NPCs)
+NPC Rifle Animations
+Heavy Weapon Animations (Player and NPCs)
+Heavy Shoulder Fired Animations (Player and NPCs)
+Assault Rifle Animations (Player Only)
+Lowered Weapons 1.1
+Comprehensive Third Person Controller Camera Tweaks
-ML Animations_separator
+Fallout 4 AI Overhaul
-ML AI_separator
+FlaconOil's Complete Retexture Project
+Vivid Fallout - Thicket Excavations Quarry 1k-2k-4k - Complex Parallax Support
+Vivid Fallout - LOD and Far Distant Detail - Nuka World
+Vivid Fallout - LOD and Distant Detail - Far Harbor
+Vivid Fallout - LOD and Far Distant Detail
+Vivid Fallout - All in One
+Enhanced Blood Textures
+Burst Impact Blast FX 9.5
-ML Visuals_separator
+Amazing FollowerTweaks Plus (AFT Plus)
+Amazing FollowerTweaks
-ML Companions_separator
+Icebreaker - Settlements - Settler Dialogue Overhaul
+Companion Thoughts Overhaul
+Icebreaker - Piper - Companion Dialogue Overhaul
+Deeper Thoughts - Curie
+Player Comments and Head Tracking
-ML Dialogue expansion_separator
+Better Settlers
+Facials for Everyone - Less than Fresh Faces
+Simple Settlers
+Platinum Curie - The Return
+Wasteland Heroines Replacer and Presets All in One
-ML NPC_separator
+Wet Effects
+Have a Seat
+Jolly Item Sounds
+Running Breathing
+Cough
+Workbench Humming - Cut content restored
+Stimpaks help you breathe
+Jump Grunt
+Improved Map with Visible Roads
+Outfit Switcher 2.2
+First Person Messages - All DLC
+Shell Rain
+Visual Reload
+Pip-Boy Flashlight
-ML Immersion_separator
+MW Player Hit Sounds and Effects Redux
+MAIM 2
+Live Dismemberment
+Condition Boy - Now with Condition Girl
-ML Combat MAIM_separator
+ModernFirearms.2.6.9-fix.1
+Tactical Reload
+See-Through-Scopes
-ML Combat_separator
+Classy Chassis Outfits - Eli's Armour Replacer
+Classy Chassis Outfits - Cait's Corset
+Classy Chassis Outfits - Vulgar Villains
+Classy Chassis Outfits - Foxy Factions
+Classy Chassis Outfits - Cheeky Casuals
+Classy Chassis Outfits - Saucy Settlers
+Just another Piper Outfit
+More Clothes and Textures
+Eli's Armour Compendium - CBBE and BodySlide 1.5
-ML Armors Clothing Items Weapons_separator
+Diacute's Backpacks of the Commonwealth
+Scavver's Backpack Edit
+Wearable Backpacks and Pouches Edit
+Teddybear Backpacks Edit
+Scavver's Backpacks
+Common Wealth Teddy Bears
+Dogmeat's Backpacks of the Commonwealth
+Dogmeat's Backpack
+Backpacks of the Commonwealth
+Wearable Backpacks and Pouches
+Carry Weight Revised - 100-5
-ML Backpacks_separator
+Recycle - Give Me My Leftovers Back
+Crackle_1.0.7
+AN76 - NAC-X Patch
+An76 - A Forest Patch
+Flashy(JoeR) - Advanced Needs 76
-ML Survival_separator
+Flashy(JoeR) - Crime And Punishment
+Light Em Up 2.0 - Smokable Cigarettes with Survival Autosave
+CigaretteInMouth
+STEALTH AND DETECTION SYSTEM 5c
+Realistic Death Physics - No Animations
+Dynamic Timescale and Chime
-ML Gameplay_separator
+Natural 2K Face Textures
+Radiation Queen Skin Textures for Fusion Girl - CBBE - Atomic Beauty - Atomic Fusion
+Lots More Facial Hair
+KS Hairdos - Addon(s) with Physics
+Commonwealth Cuts - KS Hairdos - ApachiiSkyHair
+Ponytail Hairstyles by Azar v2.5a
+The Eyes of Beauty Fallout Kaleidoscope Edition - All-in-One
+Female Neck Tweaks
+HN66s and XAZOMNs Distinctive Teeth for FO4
+Wasteland Salon - Hair Texture Improvement Mod
+A-Body - Male Body Replacer
+MTM OCBP - OCBPC Physics and Collision Preset
+OCBPC-0.3-ZeX4
+FusionGirl
+BodySlide and Outfit Studio
+Kirs freckles
+HAIR MOD - Blonde hair with Dark eyebrows
+Eye Normal Map Fix Fallout 4 Edition
+Extended Facial Sculpting - now with 90 percent less beta
+Looks Menu Customization Compendium
+LooksMenu
-ML Body Face Hair & NPC cosmetics_separator
+Preset pack 5
+Preset pack 4
+Preset pack 3
+Preset pack 2
+Preset pack
+Cirilla Fiona Elen Riannon preset
-ML Face Presets_separator
+Mutilated Dead Bodies
-ML Location tweaks_separator
+Delightful Ivy - HD Vine Retexture - a natural and realistic green and brown plant overhaul
+NXGEN - Nice Bush
+A Forest 0.8
+New Landscape Grass
+Grass Reworked
+GRASSLANDS - A Fallout 4 Grass Overhaul
-ML Green Wasteland_separator
+Sunlight Alignment Tweak - Better Dawn and Dusk
+ELFX and ULR merged patch
+Enhanced Lights and FX
+Ultra Interior Lighting
+Fallout4 Dynamic Lights and Shadows Overhaul
+Improved Lighting Ballistics (ILB)
-ML Lighting mods_separator
+NAC X - NATURAL AND ATMOSPHERIC COMMONWEALTH 10 - Legacy Edition
-ML Weather_separator
+Vivid Waters
-ML Water_separator
+ENB Helper for Fallout 4
-ENB_separator
-# # # # MY OWN CHOICES # # # #_separator
+Enhanced Vanilla Armor and Clothing - EVAC
+Terrain Undersides - 2 Million Sunblock
+Goodneighbor View
+Diamond City Billboards
+Sniper Scope Overlay And Reticles Replacement
+Northern Foothills Rocks Fix
+WAVE - Wave Animation Vanilla Enhanced
+WET
+Fallout 4 Particle Patch - No More Glowing Objects
+Targeted Textures - Vanilla textures upscaled fixed and sized
+Gloomy Glass - All transparent materials revised
+Lightweight Lighting - A weather and interior lighting overhaul
-Visuals_separator
+Encounter Zone Recalculation (Continuous Level Scaling)
+Clothing Scrapping Redone
+Weapon Scrapping Redone
+Thrive Redone
+Keep Radiants in the Commonwealth UFO4P Version
+SPARS - Simple Power Armor Reduction System
+Bastion - A Power Armor Overhaul
+DirectHit
+NPCs Use Items
+Blocking Overhaul
+Vish's Patch Hub (UFO4P)
+Complex Vendors
-Gameplay_separator
+Let Me Use That
+Outline Workshop Highlight Only
+Crafting Highlight Fix
+Extended Dialogue Interface
+MCM Categorizer - Sorter Folder Categories
+MCM Booster
+MCM Settings Manager
+Mod Configuration Menu
+HUDFramework
-User Interface_separator
+Simple Offence Suppression F4
+Deadeye Weapon Effect Fix
+To Your Face FO4
+Im Talking to You
+Less Annoying Berry Mentats
+Remember Lockpick Angle - Updated
+Friendly Fire
+Remove Ammo from Dropped Guns
+RAW INPUT - The Ultimate Mouse Sensitivity Fix
+Classic Holstered Weapons System (CHW)
+Bullet Counted Reload System (BCR)
+Unlimited Survival Mode - F4SE
+Whose Quest Is It Anyway
-Tweaks_separator
+Simple Puddle Reflection Flicker Fix (Water and Blood)
+Previsibines Repair Pack (PRP) Stable Branch UPDATE
+Previsibines Repair Pack (PRP) Stable Branch
+Community Fixes Merged weapon mod fixes
+Weapon Mod Fixes
+NPC Drinking Fix
+Guard Post Animation Tweak - No More Finger Guns
+Marine Wet suit Material Fix
+Marine Combat Armor Material Fix
+Reload Fix
+3rd Person Behavior Fixes
+MGEF Condition Bug Fix
+Long Save Bug Fix
+Fixed Gobo Effects
+Fixed Protectron Textures
+Wetness Shader Fix
+Weapon Debris Crash Fix
+Interior NavCut Fix
+Outfit ReDress Fix
+Armor Penetration Bug Fix - F4SE
+Jet Script Bug Fix
+The Midnight Ride - Glitchfinder All-In-One
+Community Fixes Merged
+Ownership Fixes
+Unofficial Fallout 4 Patch - UFO4P
+Sprint Stuttering Fix
+Buffout 4
-Bug Fixes_separator
+Random Encounter Framework
+Baka MaxPapyrusOps
+RobCo Patcher
+Long Loading Times Fix
+High FPS Physics Fix
+Better Console - F4SE
+Console Commands Extender
+Address Library for F4SE Plugins
+PrivateProfileRedirector F4 - Faster game start (INI file cacher)
-Utilities_separator
*DLC: Automatron
*DLC: Contraptions Workshop
*DLC: Far Harbor
*DLC: Nuka-World
*DLC: Vault-Tec Workshop
*DLC: Wasteland Workshop

 

 

well there is couple of mods that 'might' have issues but nothing solid enough for me to know for sure.

Link to comment
On 12/18/2023 at 2:35 AM, Invictusblade said:

well two things,

1. I think both of you need to post your load order. (do number 2 of my signature under the spoiler)

because there is something else going on with it

overlays is one thing(they can be easily cleared) but the hair is something else all together.

(one of the '"issues" is that the mod has is that it loses the original hair whenever it is used and your hair keeps coming back so the problem looks like it is a mod incompatibility) *something is springing Cait back to default or something.

 

Here's my Vortex load order. Let me know if you need anything else.

Spoiler

 

Link to comment
12 hours ago, georgechalkias said:

Posted it in incorrect thread....

Could you add a faction support for America Rising 2's Enclave? Apparently, they don't get any tattoos.

I will have a look,

I haven't played the mod yet (it is in my to be played list (which is getting bigger and bigger))

 

edit-> which NPC's are not getting Overlays?

(here is a screenshot of America Rising NPC's getting overlays (I haven't seen them yet)) *so there is a chance that they won't appear

20231225165648_1.jpg

Edited by Invictusblade
Link to comment

Any help regarding ROF not automatically applying overlays? Do I have to wait some more in-game time or start a new save?

 

Asking as ever since I updated the mod to v2.430a, I don't see any NPCs with overlays. I spent over 30 real life minutes in one owned settlement (about 10 settlers) and not a single NPC (neither male nor female) received overlays. NPCs from various game locations (such as DC) used to have overlays with v2.425, but not with v2.430.

 

ROF recognizes the overlays as all arrays are properly filled, but for some reason it doesn't apply them automatically. I used the option to add overlays to a group of NPCs and that worked, but it doesn't do it automatically.

 

My load order:

 

Spoiler

image.png.4dd2225e875be40c74c2dec5b8cac6de.png

 

image.png.c5e22a1913f526587c8e755e5784b010.png

 

Any help with this? The load order is identical to nearly all previous versions where ROF worked without any issues. I doubt the issue's on my end.

 

After updating v2.425 to v2.430 I went to ROF's Basic MCM and used Refresh command. I think that command removed every single overlay from every NPC and restarted the quest. Now I'm not getting any overlays on NPCs.

 

Oh, and also, dead overlays don't work at all. They never worked for me as all dead NPCs would appear naked. I have no idea why is that, and at this point, I don't want to know - I want to get ROF working again as reverting back to v2.425 (I reverted the mod and my save) didn't do anything.

Link to comment
2 hours ago, rubber_duck said:

Any help regarding ROF not automatically applying overlays? Do I have to wait some more in-game time or start a new save?

 

Asking as ever since I updated the mod to v2.430a, I don't see any NPCs with overlays. I spent over 30 real life minutes in one owned settlement (about 10 settlers) and not a single NPC (neither male nor female) received overlays. NPCs from various game locations (such as DC) used to have overlays with v2.425, but not with v2.430.

 

ROF recognizes the overlays as all arrays are properly filled, but for some reason it doesn't apply them automatically. I used the option to add overlays to a group of NPCs and that worked, but it doesn't do it automatically.

 

My load order:

 

  Reveal hidden contents

image.png.4dd2225e875be40c74c2dec5b8cac6de.png

 

image.png.c5e22a1913f526587c8e755e5784b010.png

 

Any help with this? The load order is identical to nearly all previous versions where ROF worked without any issues. I doubt the issue's on my end.

 

After updating v2.425 to v2.430 I went to ROF's Basic MCM and used Refresh command. I think that command removed every single overlay from every NPC and restarted the quest. Now I'm not getting any overlays on NPCs.

 

Oh, and also, dead overlays don't work at all. They never worked for me as all dead NPCs would appear naked. I have no idea why is that, and at this point, I don't want to know - I want to get ROF working again as reverting back to v2.425 (I reverted the mod and my save) didn't do anything.

 

UPDATE: Solved!

 

I got it to work by doing the following:

 

1) MCM -> ROF Basic -> Uninstall -> Stop ROF & Stop Old ROF

2) Save & exit game

3) Start the game again

4) MCM -> ROF Basic -> Uninstall -> Restart ROF MCM (not Refresh but Restart MCM)!

 

I also added overlays to arrays once more just to be sure. Then, I fast travelled to DC and voila - NPCs got overlays!

 

However, certain NPCs don't have any overlays. Those NPCs are the unique NPCs - Myrna, Solomon, Arturo (all vendors from DC) appear without any overlays. Should I wait some more or is it because I've set Unique overlay to 0 in ROF Basic MCM?

 

I don't know whether that Unique overlay means the chance for Unique NPC or overlay itself (as in one of a kind overlay that won't be applied to any other NPC).

 

Link to comment
6 hours ago, rubber_duck said:

 

UPDATE: Solved!

 

I got it to work by doing the following:

 

1) MCM -> ROF Basic -> Uninstall -> Stop ROF & Stop Old ROF

2) Save & exit game

3) Start the game again

4) MCM -> ROF Basic -> Uninstall -> Restart ROF MCM (not Refresh but Restart MCM)!

 

I also added overlays to arrays once more just to be sure. Then, I fast travelled to DC and voila - NPCs got overlays!

 

However, certain NPCs don't have any overlays. Those NPCs are the unique NPCs - Myrna, Solomon, Arturo (all vendors from DC) appear without any overlays. Should I wait some more or is it because I've set Unique overlay to 0 in ROF Basic MCM?

 

I don't know whether that Unique overlay means the chance for Unique NPC or overlay itself (as in one of a kind overlay that won't be applied to any other NPC).

 

I will make the changes to the pages. *also I will clean up that area of MCM, it is quite bloated.

 

I added an auto updater to ROF for the upcoming version with three settings

0. Disable,

1. Update when ROF is updated(I will look into this a bit more) *I will look into ways of triggering it if there is a change of overlay mods

2. Update when Loaded(this restarts the MCM and refresh the Arrays every time you load a new save game)

 

 

but at the moment, I am looking into a minor or major problem, (basically a new game using SKK Synthetic Player got stuck before the Looksmenu menu happened so I coc myself to the outside of Vault 111 (and a large amount of NPCs started getting overlays(who were nowhere near the starting location such as Nuka World NPC's)) *so I am looking into ROF or something else.

Link to comment

upcoming changelog

v2.440
---------------------------------
Added an auto updater (for old save games, you need to activate it via MCM, new games should activate it by default)
reworked the MCM (it should be clearer now)
added a couple of options and removed one option to MCM

 

not much else (unless I forgot something) *I think I added everything but there might be something I missed

 

 

I will do some more MCM editing and look for bugs but it should be releasing around this Friday.

 

 

one question, does anyone disable the following option "Allow Overlays to Occur on NPC's" this is the very first option in the general options? (I have removed it but I am having second thoughts) *btw this option would turn off the distribution of overlays if you are wondering.

 

 

update-> the mod will be delayed for a little while until I find out this issue.

 

but at the moment, I am looking into a minor or major problem, (basically a new game using SKK Synthetic Player got stuck before the Looksmenu menu happened so I coc myself to the outside of Vault 111 (and a large amount of NPCs started getting overlays(who were nowhere near the starting location such as Nuka World NPC's)) *so I am looking into ROF or something else.

 

so I am still not sure what is going on with this, (I will be testing the older mods to see if it was an existing problem, I never thought of testing this before)

and I am not sure if the issue is actually activating or misfiring the messages.

Edited by Invictusblade
Link to comment

so it turns out that Robco patcher is even more powerful than I was expecting.

Robco (in armor mode) was adding the manager to a large amount of NPCs when you start a new game and it looks like it is a waste of time (because they don't seem to stick)

 

 

so I will be doing a combination of two different Robco Patcher settings

Armor for Corpses (I will be using a version of Dead Body Fixer for this, I will add a overlay manager to the end of that)

Spells for Living NPC's (this seems to work on spawn)

 

 

Link to comment
16 minutes ago, Invictusblade said:

(because they don't seem to stick)

I think this explain the log spam:
 

Spoiler
stack:
	[Item 1 in <nullptr container> (00225B36)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (00225B36)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (00225B36)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (00225B36)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] [Slavers:_CS_HookerScript <_CS_HookerQuest (FE030010)>]-->Actor.OnPlayerLoadGame(): The player actor has reloaded.
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (0011AE33)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (0011AE33)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (0011AE33)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (0011AE33)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (001FB200)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (001FB200)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (001FB200)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (001FB200)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (0011AE32)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (0011AE32)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (0011AE32)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (0011AE32)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (000CFDE9)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (000CFDE9)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (000CFDE9)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (000CFDE9)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] [Rain:Rainwash <Rain_Wash (FE029F99)>]-->OnPlayerLoadGame(): The player actor has reloaded the game.
[12/29/2023 - 02:04:20AM] [Rain:Rainwash <Rain_Wash (FE029F99)>]-->LoadAAF(): AAF API Loaded.
[12/29/2023 - 02:04:20AM] AAF Dirty Sex: MCM OnPlayerLoadGame
[12/29/2023 - 02:04:20AM] AAF Dirty Sex: MCM CheckForMCM
[12/29/2023 - 02:04:20AM] AAF Dirty Sex: MCM UpdateSettings
[12/29/2023 - 02:04:20AM] AAF Dirty Sex: Player Quest OnPlayerLoadGame
[12/29/2023 - 02:04:20AM] [SFT:SFT_API <SFT_Main (1500008A)>]-->OnPlayerLoadGame(): SFT state = GOE
[12/29/2023 - 02:04:20AM] WSFW Not found. Cleaning menu.
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (000BD50D)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (000BD50D)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (000BD50D)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (000BD50D)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (000CFDCB)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (000CFDCB)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (000CFDCB)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (000CFDCB)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] EBCC_ConfigManager: OnPlayerLoadGame
[12/29/2023 - 02:04:20AM] NoStrip Items Manager: Player has loaded game
[12/29/2023 - 02:04:20AM] [Unhealthy Craving] Running version 1.7.1
[12/29/2023 - 02:04:20AM] [Unhealthy Craving] Redoing integrations and refreshing effects
[12/29/2023 - 02:04:20AM] [Unhealthy Craving] Populating formlists from external text files
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (00248151)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (00248151)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (00248151)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (00248151)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] AFV Report: Main Quest OnPlayerLoadGame
[12/29/2023 - 02:04:20AM] AFV Report: Current version 1.597000 save version 1.597000
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (00225B39)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (00225B39)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (00225B39)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (00225B39)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (000BD50C)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (000BD50C)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (000BD50C)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (000BD50C)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (001BAC19)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (001BAC19)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (001BAC19)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (001BAC19)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (001FB202)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (001FB202)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (001FB202)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (001FB202)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (000BD50E)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (000BD50E)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (000BD50E)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (000BD50E)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (00225B3D)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (00225B3D)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (00225B3D)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (00225B3D)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] AAF Dirty Sex: Main Quest OnPlayerLoadGame
[12/29/2023 - 02:04:20AM] AAF Dirty Sex: Current version 1.000000 save version 1.000000
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (000CFDEA)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (000CFDEA)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (000CFDEA)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (000CFDEA)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (001BBEB1)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (001BBEB1)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (001BBEB1)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (001BBEB1)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (0011AE4D)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (0011AE4D)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (0011AE4D)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (0011AE4D)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41

 

 

Link to comment
6 hours ago, lee3310 said:

I think this explain the log spam:
 

  Reveal hidden contents
stack:
	[Item 1 in <nullptr container> (00225B36)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (00225B36)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (00225B36)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (00225B36)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] [Slavers:_CS_HookerScript <_CS_HookerQuest (FE030010)>]-->Actor.OnPlayerLoadGame(): The player actor has reloaded.
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (0011AE33)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (0011AE33)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (0011AE33)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (0011AE33)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (001FB200)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (001FB200)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (001FB200)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (001FB200)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (0011AE32)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (0011AE32)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (0011AE32)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (0011AE32)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (000CFDE9)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (000CFDE9)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (000CFDE9)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (000CFDE9)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] [Rain:Rainwash <Rain_Wash (FE029F99)>]-->OnPlayerLoadGame(): The player actor has reloaded the game.
[12/29/2023 - 02:04:20AM] [Rain:Rainwash <Rain_Wash (FE029F99)>]-->LoadAAF(): AAF API Loaded.
[12/29/2023 - 02:04:20AM] AAF Dirty Sex: MCM OnPlayerLoadGame
[12/29/2023 - 02:04:20AM] AAF Dirty Sex: MCM CheckForMCM
[12/29/2023 - 02:04:20AM] AAF Dirty Sex: MCM UpdateSettings
[12/29/2023 - 02:04:20AM] AAF Dirty Sex: Player Quest OnPlayerLoadGame
[12/29/2023 - 02:04:20AM] [SFT:SFT_API <SFT_Main (1500008A)>]-->OnPlayerLoadGame(): SFT state = GOE
[12/29/2023 - 02:04:20AM] WSFW Not found. Cleaning menu.
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (000BD50D)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (000BD50D)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (000BD50D)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (000BD50D)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (000CFDCB)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (000CFDCB)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (000CFDCB)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (000CFDCB)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] EBCC_ConfigManager: OnPlayerLoadGame
[12/29/2023 - 02:04:20AM] NoStrip Items Manager: Player has loaded game
[12/29/2023 - 02:04:20AM] [Unhealthy Craving] Running version 1.7.1
[12/29/2023 - 02:04:20AM] [Unhealthy Craving] Redoing integrations and refreshing effects
[12/29/2023 - 02:04:20AM] [Unhealthy Craving] Populating formlists from external text files
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (00248151)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (00248151)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (00248151)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (00248151)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] AFV Report: Main Quest OnPlayerLoadGame
[12/29/2023 - 02:04:20AM] AFV Report: Current version 1.597000 save version 1.597000
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (00225B39)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (00225B39)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (00225B39)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (00225B39)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (000BD50C)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (000BD50C)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (000BD50C)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (000BD50C)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (001BAC19)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (001BAC19)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (001BAC19)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (001BAC19)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (001FB202)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (001FB202)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (001FB202)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (001FB202)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (000BD50E)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (000BD50E)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (000BD50E)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (000BD50E)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (00225B3D)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (00225B3D)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (00225B3D)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (00225B3D)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] AAF Dirty Sex: Main Quest OnPlayerLoadGame
[12/29/2023 - 02:04:20AM] AAF Dirty Sex: Current version 1.000000 save version 1.000000
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (000CFDEA)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (000CFDEA)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (000CFDEA)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (000CFDEA)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (001BBEB1)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (001BBEB1)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (001BBEB1)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (001BBEB1)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41
[12/29/2023 - 02:04:20AM] error: Unable to call GetContainer - no native object bound to the script object, or object is of incorrect type
stack:
	[Item 1 in <nullptr container> (0011AE4D)].INVB_Overlay_Tick_Tock.GetContainer() - "<native>" Line ?
	[Item 1 in <nullptr container> (0011AE4D)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 33
[12/29/2023 - 02:04:20AM] error: Cannot unregister for an event from a None object
stack:
	[Item 1 in <nullptr container> (0011AE4D)].INVB_Overlay_Tick_Tock.UnregisterForRemoteEvent() - "<native>" Line ?
	[Item 1 in <nullptr container> (0011AE4D)].INVB_Overlay_Tick_Tock.::remote_Actor_OnPlayerLoadGame() - "INVB_Overlay_Tick_Tock.psc" Line 41

 

 

crap, I really need to do an overhaul, I honestly thought the mod was going well.

 

update-> I am making an independent version of a distributor which will use the group NPC overlay adder. hopefully this will reduce issues

Edited by Invictusblade
Link to comment

testing ROF with Fallout 4 gets really weird,

 

so I designed it as a surprise for a player to discover that someone has a tattoo. (simply to liven up the world) *so I originally intended for a low number of tattooed NPCs in the game.

 

and now I expect to see tattoos on every NPC, *so much so that I think something went wrong when a NPC doesn't have a tattoo.

edit-> what I mean, is that vanilla looking NPC are just so boring in comparison. (one of the reasons why I still enjoy this mod)

 

 

so some news, I try to post an update tomorrow (on Sunday) with a modified robco file as default

I will include a version of Dead Body Fixer that will give the dead body an overlay manager, (instead of giving everyone an armor manager) *so you can remove the other one

 

so It will be using a combination of two different Robco Patcher settings

Armor for Corpses (I will be using a version of Dead Body Fixer for this, I will add a overlay manager to the end of that)

Spells for Living NPC's (this seems to work on spawn)

 

 

while 'I am making an independent version of a distributor which will use the group NPC overlay adder. hopefully this will reduce issues' did kinda work, it isn't as good as expecting.

Edited by Invictusblade
Link to comment

v2.440 (Fixed)
---------------------------------

Added Base Skins to the MCM's (again, I lost them somehow)

Allows you to select a base skin for NPCs (No Change(Default), Clean, Dirty, Old(or somewhat Ghoul-like), Underwear(may be buggy(depends on your meshes))

*about this base skin, I hope to increase it to include the tanline skins that are floating around(but this will be later)

 

v2.440
---------------------------------
Added an auto updater (for old save games, you need to activate it via MCM under "Other Commands", new games should activate it by default)
Added an automatic overlay Distributor (it kinda works but I wouldn't trust it) *bottom most command on the last page (click it again to cancel it)
Added a ROF edition of Dead Body Fixer to the mod (it gives a manager to corpse at the end of its script) *this overwrites my standalone version of DBF
General Fixes (minor performance fixes)

 

FOMOD
rearrange the list of Robco Patcher Choices to fix a couple of issues. Moved the armor to the bottom and spell to the top.

*btw it should be fine for most players to keep it as it is. (but I did notice a lot of NPCs being activated during the start of a new game) *as far as Nukaworld

 

MCM
reworked the MCM (it should be a bit clearer now)
Rearrange the Tattoo Options to be more consistent with the new changes.

 

not much else (unless I forgot something)

 

 

edit-> I knew I forgot something, (I have no idea how it disappeared but I added a default body option to ROF (Clean, Dirty, Ghoul(it is really the old skin))

and somewhere during the MCM revamped, I removed the options for this so I will add it soon and reupload the mod)

Edited by Invictusblade
Link to comment
12 hours ago, ImLeROI said:

I´ve been having issues with previous versions and the 2.440 worked like a charm, finally I can enjoy this mod. Nice job

it may have been the armor system, (it does work, with a small ish) combined with the robco patcher system (because it was a lot more powerful than I was expecting so it cause an issue or two)

 

of course one of the big fixes was the updater which I finally added. (and fortunately it is fairly fast when updating)

Link to comment

I haven't tested the update yet, but thanks for your work and happy new year. ❤️????

 

---

Edit:

So, I've updated from v2.35b to v2.440. It works so far so good. But I had a problem with the old version that still exists with the new one. But since I didn't play FO4 for a while, it wasn't that bad. My problem is that the body hair is not applied to the men. Is that just me? Does it work for you? I've attached a few pictures and the necessary logs. The settler in the pictures always has the standard hair from the "4k Hairy Men" mod. No matter if I set the modifiers up or down and turn all other things off or on. Faction on or off.

 

 

Spoiler

20240101113116_1.thumb.jpg.5fd939d7abf121dc5ee214e4cf60aebc.jpg20240101113451_1.thumb.jpg.5fcb3524cf023167433af1fb4bd289c9.jpg

20240101113504_1.thumb.jpg.4b0d70feea894d65386222823765a83c.jpg20240101113049_1.jpg20240101113054_1.jpg20240101113100_1.jpg

 

 

I also have two more questions.
- Where is the Rust Devils categorized in the factions?

- The "Captive" faction, are these all my slaves with the mod Human Resource?

- Which is better with the tattoo options "ALL" or "Everything(Random with Skin Override)"?
- Should ROF also change the hairstyles of the NPCs? With TBOS-AntoHairPack and without? Only with the default hair? Because that doesn't happen for me. I can't change the hairstyles of the NPCs in the "slm" either.

 

There's something else I wanted to ask, but it's already coming back to me. That's enough for now.

 

 

 

 

INVB_OverlayFramework_Basic.ini INVB_OverlayFramework_Factions.ini Papyrus.0.log plugins.txt

Edited by LoveBob
new infos
Link to comment
15 hours ago, LoveBob said:

I haven't tested the update yet, but thanks for your work and happy new year. ❤️????

 

---

Edit:

So, I've updated from v2.35b to v2.440. It works so far so good. But I had a problem with the old version that still exists with the new one. But since I didn't play FO4 for a while, it wasn't that bad. My problem is that the body hair is not applied to the men. Is that just me? Does it work for you? I've attached a few pictures and the necessary logs. The settler in the pictures always has the standard hair from the "4k Hairy Men" mod. No matter if I set the modifiers up or down and turn all other things off or on. Faction on or off.

 

 

  Hide contents

20240101113116_1.thumb.jpg.5fd939d7abf121dc5ee214e4cf60aebc.jpg20240101113451_1.thumb.jpg.5fcb3524cf023167433af1fb4bd289c9.jpg

20240101113504_1.thumb.jpg.4b0d70feea894d65386222823765a83c.jpg20240101113049_1.jpg20240101113054_1.jpg20240101113100_1.jpg

 

 

so about bodyhair, can you post a picture of this on one of your NPCs (using the "Show Overlays on NPC" on MCM)

Spoiler

20230818195823_1.thumb.jpg.ef68ea41ab773e5af4ef4a7affe9a6c6.jpg

 

15 hours ago, LoveBob said:

I also have two more questions.
- Where is the Rust Devils categorized in the factions?

- The "Captive" faction, are these all my slaves with the mod Human Resource?

- Which is better with the tattoo options "ALL" or "Everything(Random with Skin Override)"?
- Should ROF also change the hairstyles of the NPCs? With TBOS-AntoHairPack and without? Only with the default hair? Because that doesn't happen for me. I can't change the hairstyles of the NPCs in the "slm" either.

 

1. so Rust Devil might be covered under Raider(or General) if they were a bit bigger I would have added them but I usually forget about them. (they are pretty minor)

 

2. so they should be the following 1. Captives that are kept at some raider camps, 2. Nukaworld Captives (original purpose) (but I am questioning keeping them as an option)

*next update, I might switch to using Forms to keep factions and other content.

 

3. so All is kinda misnamed (it is the four limbs and front and back) as opposed to Full bodied (which is a single tattoo covering multiple parts of the body)

 

"Everything(Random)" is a randomise option with a choice of 1. All, 2. Full Bodied, 3. Pelvis and Tramp

"Everything(Random with Skin Override)" is a randomise option with a choice of 1. All, 2. Full Bodied, 3. Pelvis and Tramp, 4. Skin Override (or 'All' again if no Skin Overrides is detected)

"Everything(Random with Skin Override and Unique)" is a randomise option with a choice of 1. All, 2. Full Bodied, 3. Pelvis and Tramp, 4. Skin Override (or 'All' again if no Skin Overrides, 5. Unique (or 'All' again if no Uniques is detected)

 

4. about Hairs, it depends on the NPC, it should work on Unique NPCs and not Produced NPCs (such as Raiders or Slaves) *I will have a look at them

 

 

 

 

Link to comment

Figured I needed to opine on this.  This is not meant as any kind of criticism, bro...just letting you know how this works on my bloated setup.

 

The new version works as advertised, beautifully so actually, but I removed it anyway.  Why, you ask?  For some reason, ever since Lighthouse Papyrus was added as a prereq, I get MASSIVE lag spikes whenever I walk into a new, populated area (even walking from Red Rocket into Concord manifests said lag, and there are only 6-8 raiders, plus Garvey in that cell).  The game will literally freeze for up to ten seconds before stuttering slowly back into action again (not my rig's problem...I run with 16 gb ram, a 12 gb graphic card, etc...).  Rolling back to any of the post 2.00, pre-Lighthouse versions doesn't help due to the bugs they contain, but, as I still have version 2.00 on my hd, I installed it along with your updated dead body fixer (real jewel, that one, I freaking LOVE it, kudos, my man).

 

The result, with 663 total mods installed, numbering 239 active and 224 light plugins, is a gameplay with a half to one second hiccup entering into new, populated areas, with a sustained fps in excess of 50 (when not actually hiccupping, that is) with lots of tats and all females spawning pubic hair, too.  I use BOTH SPID and Robco patcher in my regular line up already, so my question is...would it be possible to add in the new overlay (porcupine's, cherie's, and bodycolor) packs into the old 2.00 SPID system, or nah?  That version really was the 'no worries' release, at least for me.

 

 

Disclaimer:  I dont use the TCD tats, or the Black ASO overlays, but I do use everything else.

Link to comment
1 minute ago, Thndrwlkr said:

Figured I needed to opine on this.  This is not meant as any kind of criticism, bro...just letting you know how this works on my bloated setup.

 

The new version works as advertised, beautifully so actually, but I removed it anyway.  Why, you ask?  For some reason, ever since Lighthouse Papyrus was added as a prereq, I get MASSIVE lag spikes whenever I walk into a new, populated area (even walking from Red Rocket into Concord manifests said lag, and there are only 6-8 raiders, plus Garvey in that cell).  The game will literally freeze for up to ten seconds before stuttering slowly back into action again (not my rig's problem...I run with 16 gb ram, a 12 gb graphic card, etc...).  Rolling back to any of the post 2.00, pre-Lighthouse versions doesn't help due to the bugs they contain, but, as I still have version 2.00 on my hd, I installed it along with your updated dead body fixer (real jewel, that one, I freaking LOVE it, kudos, my man).

 

The result, with 663 total mods installed, numbering 239 active and 224 light plugins, is a gameplay with a half to one second hiccup entering into new, populated areas, with a sustained fps in excess of 50 (when not actually hiccupping, that is) with lots of tats and all females spawning pubic hair, too.  I use BOTH SPID and Robco patcher in my regular line up already, so my question is...would it be possible to add in the new overlay (porcupine's, cherie's, and bodycolor) packs into the old 2.00 SPID system, or nah?  That version really was the 'no worries' release, at least for me.

 

Disclaimer:  I dont use the TCD tats, or the Black ASO overlays, but I do use everything else.

 

Out of curiosity, have you tried Baka MaxPapyrusOps (basically eliminated script lag for me) or Disk Cache Enabler (took care of most of my stuttering when NPCs load in while I'm walking around)? Also the memory manager improvements in Buffout 4 might help, though you're likely already using that.

Link to comment
9 minutes ago, Thndrwlkr said:

I did try Disk Cache, but for some reason, it made Sanctuary bridge flicker in and out.

 

That shouldn't induce previs conflicts, which is what it sounds like you observed. Is it possible that when installing it, your load order also changed causing two different (unrelated) plugins which both alter the previs timestamp in that cell to switch positions?

Link to comment
53 minutes ago, vaultbait said:

 

That shouldn't induce previs conflicts, which is what it sounds like you observed. Is it possible that when installing it, your load order also changed causing two different (unrelated) plugins which both alter the previs timestamp in that cell to switch positions?

 

Yeah, that was it, exactly!  I installed the Baka file, and for shits and giggles, revisited the Disk Cache Enabler.  Vortex sorted PRP oddly after installation (I have too many mods not to check this manually after every sort, but apparently, I didn't so this one is all on me).  I wager that was what happened the last time.  I fixed the load order, went through the update process for the new overlay version, and I still get a stutter going into Concord, but that thing is like a second or so at worst.  Now, I just need to kill and strip some raiders to see if all is still well.  If the overlays do not work as they did before, well, I can always start a new playthrough.

 

Edit:  I can now sprint from Vault 111 to the spot just past the first house on the right at the entrance of Concord without stutters of any kind, I get a small hiccup there and another just as I round the corner to where I can see the museum, and so far the overlays seem to be fine, though I do NOT have the antos hair pack activated in the framework, so I can't say on that one.

 

Of all the advice I have taken from you so far, that was the best, Vaultbait...mad props! 

Edited by Thndrwlkr
Link to comment
9 minutes ago, Thndrwlkr said:

Vortex sorted PRP oddly after installation (I have too many mods not to check this manually after every sort, but apparently, I didn't so this one is all on me).

 

Same here, I don't use PRP but I do use lots of mods that have previs conflicts with each other, and I've gotten used to identifying them and tweaking my load order whenever I see evidence of a problem, but otherwise I just let Vortex autosort them wherever it thinks is best.

Link to comment

Ok...update.

 

I restarted a playthrough from a savegame right outside Vault 111.  Went through the initial sanctuary quest, picked up Dogmeat and rolled into Concord.  The Framework has ALL the suggested overlay mods installed except the TCD and Black ASO overlays.  I activated bodyhair, acne, moles, finger- and toe-nail polish, hand and wrist, etc...  Basically, everything except the haircut options (this does work, just not really a fan) and anything to do with the TCD mod (also works, just not a fan).

 

Body hair set at 50% and Pubic at 100%.  All others vary between 35% (for full body) and 60% (right and left arms).  There is a 100% chance for some kind of overlay on the General and each of the factions, etc...

 

I even get overlays on Mama Murphy and Marcie Long.  Many of the male raiders DO have body hair (I use the 4K Hairy men mod with the 'Shaved' option along with Unfair Skin (also no pubic, just fyi), and most of the females have pubes (some of them don't show well on Fusion Girl as they were made for CBBE, but they can be seen).

 

For now, I need to check out the NPC's modified by Prettier NPC Bosses mod (as this one is picky sometimes, but I will die without it in my load order), but this, as I said earlier, works beautifully.  No complaints to be had thanks to Vaultbait's sageness.

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2 hours ago, Thndrwlkr said:

I can now sprint from Vault 111 to the spot just past the first house on the right at the entrance of Concord without stutters of any kind, I get a small hiccup there and another just as I round the corner to where I can see the museum

 

There will be occasional (hopefully minor) stuttering/hitching as busy parts of the map load into view, but the disk cache should persist that data once loaded for the session. An easy way to see it is to stand on a tower and turn all the way around while looking at the horizon. You're likely to observe some very brief pauses on the first time around, but subsequent rotations will be much smoother.

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