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Posted
On 12/14/2024 at 8:59 AM, Dez65 said:

I'll reset the ROF MCM and check back. 

No apparent change.  Still no decorative tats being applied to male or female NPCs. 

 

I'm think part of the problem may be that I'm running 1.10.984. 

Posted (edited)

changelog v2.477

 

I moved the general (and Ghoul) gender and unique overlays options to the Faction MCMs (all of them) *so you can use different presets for male or female.

I added the timer to the script

I added the newest PorcOverlay changes.

I change the code to allow only overlay manager at a time, this should prevent most double ups

update-> I added a bit more to the Debug Commands to hopefully fix some more issues. *hopefully it works

 

so I will have a break unless something breaks completely.

 

so future plans, I 'might' add two or three more presets to the mod. (I am not sure yet because I can see both sides of only having five+one)

Edited by Invictusblade
Posted (edited)
7 hours ago, katrina.balanchuk said:

Thank you so much for all your hard work!!!! :)

 

Any chance we could every get a tool to pic a group of overlays and save them as a tool to quick apply a bunch of overlays in SLM? ... 😌

so one of the earliest parts of this mod (which still exists but to the wayside now) is the ability to give NPCs(and yourself) overlays via a tattoo gun.

(btw this is long before, I started work on the group overlays)

also I was inspired by Planescape Torment (and its usage of tattoos).

 

so it will require a tiny bit of work(on my end) and a bit of work on your end(using Fo4edit) but it should be easily possible to do your idea.

*unfortunately in regards of my mod, this part will require you to know what overlays(strings) you want

 

 

so I will look into this over the break, and look into ways of making it easier for everyone (it will be still difficult but manageable)

 

update-> turns out to be easier than I was expecting, I already made the easy part (adding overlays) and now I need a good method to add them to the world.

both\either MCM Commands or AID Tattoo guns. (this will take longer)

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

so one of the earliest parts of this mod (which still exists but to the wayside now) is the ability to give NPCs(and yourself) overlays via a tattoo gun.

(btw this is long before, I started work on the group overlays)

also I was inspired by Planescape Torment (and its usage of tattoos).

 

so it will require a tiny bit of work(on my end) and a bit of work on your end(using Fo4edit) but it should be easily possible to do your idea.

*unfortunately in regards of my mod, this part will require you to know what overlays(strings) you want

 

 

so I will look into this over the break, and look into ways of making it easier for everyone (it will be still difficult but manageable)

 

update-> turns out to be easier than I was expecting, I already made the easy part (adding overlays) and now I need a good method to add them to the world.

both\either MCM Commands or AID Tattoo guns. (this will take longer)

 

Wonderful. :)

then for example we could point an overlay gun and apply a packet of packet of overlays (tatoos stripes, runny make-up, marks and such) that we make first and then save? or per hot key?

Kinda how this works with clothes? 

https://www.nexusmods.com/fallout4/mods/68030

 

I use this to put different outfits on people in the game all the time (even though it has bugs) since I hate the goofy and often ugly vanilla outfits.

Edited by katrina.balanchuk
Posted (edited)

Good morning!  Thanks for the update!  

 

I installed v. 2.477 on a new save of a Fallout NG (1.10.984) playthrough.  Traveled from Sanctuary to the Museum of Freedom.  Note, I have all of the supported overlay mods, including TCD 1221.1

 

First thing I noticed is that the Deadbody fix still does not appear to be working.  See spoiler

 

Spoiler

image.thumb.png.6ff83f64047faba92304cd40e703528d.png

 

This dead female npc is provided by Devious Devices RC8 Full, so maybe not supported by your mod. 

 

Spoiler

image.thumb.png.aa748428cf009be208775d0bc420603f.png

 

As shown, the dead raider at the end of the Sanctuary bridge was also invisible except for his head until I removed his clothes. He has no overlays.  Body hair in this shot is being provided by the skin texture  (https://www.nexusmods.com/fallout4/mods/79414).  

 

Spoiler

image.thumb.png.a2aa6eea7ecba1f74da93a178a180086.png

Here's a female raider at the Museum of Freedom.  Although I see a skull tattoo on her right arm, this does not appear to be an overlay and I'm trying to figure out where it comes from.   As indicated, this raider doesn't have any overlays.

 

Spoiler

image.thumb.png.c36178b78a8a0799ea38c35ff0d7661c.png

 

Here's a male raider from MOF.  Again, no overlays.

 

Spoiler

image.thumb.png.dc9a82992f42ae09c4d72e01aae827c5.png

 

Here are male and female captives from MOF.  No overlays.

 

 

Spoiler

image.thumb.png.8935c55a6d6c47a5fad8871a67ca1213.png

 

Spoiler

image.thumb.png.e0f48298f6a7d18ada951dd527d9de21.png

 

Here's my papyrus for this session.  I hit the group distributor several times after entering MOF. 

 

Spoiler

 

 

Here's my setup file for this mod with the extension changed to txt so it could be uploaded.

 

 

 

Hope you can help me figure this out.  Again, let me know if 1.10.984 is not supported.  

 

Thanks.

Edited by Dez65
Posted
16 hours ago, katrina.balanchuk said:

 

Wonderful. :)

then for example we could point an overlay gun and apply a packet of packet of overlays (tatoos stripes, runny make-up, marks and such) that we make first and then save? or per hot key?

Kinda how this works with clothes? 

https://www.nexusmods.com/fallout4/mods/68030

 

I use this to put different outfits on people in the game all the time (even though it has bugs) since I hate the goofy and often ugly vanilla outfits.

so it won't be a gun (I am over the Springer idea (I used it alot in WDF))

while I said a 'tattoo gun' I mean it will be an AID object (or it will be a MCM command)

 

so currently there are five selection quests, and you will need to access them via Fo4edit(or other editor) to edit them. (there is simply too many choices and ID codes for it to work in MCM) *you need the ID of the overlay and NOT the name of the overlay for this to work

 

 

like I said before, it will require a bit of work for you to refine your choices.

 

This screenshot is a simple example of the new mechanic.

so the normal operation of INVB_Overlay_Back & INVB_Overlay_Chest is that a single overlay is chosen from each overlay quest

while the new INVB_Overlay_Selection_# selects all of the overlays in it.

Screenshot2024-12-22170041.png.55f3d391715c485d70f898c95d398609.png

fortunately you can drag and drop strings into the selection quests but it will be a bit of work.

personally my personal usage(at the moment) of this kind of mechanic would be the marking of clones or sex slaves. (to create an uniform look)

 

btw while writing this, I will be adding a bit more to this (the ability to remove overlays or simply add onto existing overlays in a single click)

 

Posted (edited)
15 hours ago, Dez65 said:

Good morning!  Thanks for the update!  

 

I installed v. 2.477 on a new save of a Fallout NG (1.10.984) playthrough.  Traveled from Sanctuary to the Museum of Freedom.  Note, I have all of the supported overlay mods, including TCD 1221.1

 

First thing I noticed is that the Deadbody fix still does not appear to be working.  See spoiler

 

  Reveal hidden contents

image.thumb.png.6ff83f64047faba92304cd40e703528d.png

 

This dead female npc is provided by Devious Devices RC8 Full, so maybe not supported by your mod. 

 

  Reveal hidden contents

image.thumb.png.aa748428cf009be208775d0bc420603f.png

 

As shown, the dead raider at the end of the Sanctuary bridge was also invisible except for his head until I removed his clothes. He has no overlays.  Body hair in this shot is being provided by the skin texture  (https://www.nexusmods.com/fallout4/mods/79414).  

 

  Reveal hidden contents

image.thumb.png.a2aa6eea7ecba1f74da93a178a180086.png

Here's a female raider at the Museum of Freedom.  Although I see a skull tattoo on her right arm, this does not appear to be an overlay and I'm trying to figure out where it comes from.   As indicated, this raider doesn't have any overlays.

 

  Reveal hidden contents

image.thumb.png.c36178b78a8a0799ea38c35ff0d7661c.png

 

Here's a male raider from MOF.  Again, no overlays.

 

  Reveal hidden contents

image.thumb.png.dc9a82992f42ae09c4d72e01aae827c5.png

 

Here are male and female captives from MOF.  No overlays.

 

 

  Reveal hidden contents

image.thumb.png.8935c55a6d6c47a5fad8871a67ca1213.png

 

  Reveal hidden contents

image.thumb.png.e0f48298f6a7d18ada951dd527d9de21.png

 

Here's my papyrus for this session.  I hit the group distributor several times after entering MOF. 

 

 

 

Here's my setup file for this mod with the extension changed to txt so it could be uploaded.

 

 

 

Hope you can help me figure this out.  Again, let me know if 1.10.984 is not supported.  

 

Thanks.

so here is the problem, (Bethesda messed it all up)

so the mod itself should be fine (but most of the distribution is not supported)

 

I had a look at the distribution's nexus pages (and all of them (except one) is not supported for NG) *the only one supported is Garden of Eden.

 

 

so I will do a little of work and post a new update (I will add the dead body fixes to the internal distribution system)

 

 

so in the meantime, change the group distribution from Lighthouse to Garden of Eden and see if that works.

also see if the cycle overlay command works.

 

 

btw I won't be completely sure if my new changes will fix anything because I am still playing the old-gen version.

 

 

update-> give this file a try (make sure if you are playing the next gen version of the game, Turn on Garden of Eden and use that instead of the others)

 

INVB_OverlayFramework v2.477_beta.7z

Edited by Invictusblade
Posted

so I added a minor fix

 

so I haven't installed the patch yet so I do not know for sure

 

NextGen Warning

so I think the Mod supports Next-Gen Fallout 4 but the Distributors do not support it (except Garden of Eden)

1. Change the "Method of Group Distributor." from Lighthouse to Garden of Eden (YOU WILL NEED THIS MOD)

2. So you need to turn ON the internal "Group Distributor" in the first page of the MCM.

3. Hopefully that will work.

 

 

let me know if it doesn't

Posted
7 hours ago, Invictusblade said:

so it won't be a gun (I am over the Springer idea (I used it alot in WDF))

while I said a 'tattoo gun' I mean it will be an AID object (or it will be a MCM command)

 

so currently there are five selection quests, and you will need to access them via Fo4edit(or other editor) to edit them. (there is simply too many choices and ID codes for it to work in MCM) *you need the ID of the overlay and NOT the name of the overlay for this to work

 

 

like I said before, it will require a bit of work for you to refine your choices.

 

This screenshot is a simple example of the new mechanic.

so the normal operation of INVB_Overlay_Back & INVB_Overlay_Chest is that a single overlay is chosen from each overlay quest

while the new INVB_Overlay_Selection_# selects all of the overlays in it.

Screenshot2024-12-22170041.png.55f3d391715c485d70f898c95d398609.png

fortunately you can drag and drop strings into the selection quests but it will be a bit of work.

personally my personal usage(at the moment) of this kind of mechanic would be the marking of clones or sex slaves. (to create an uniform look)

 

btw while writing this, I will be adding a bit more to this (the ability to remove overlays or simply add onto existing overlays in a single click)

 

 

Thank you so much for your help and work!!! :)

Posted
7 hours ago, Invictusblade said:

update-> give this file a try (make sure if you are playing the next gen version of the game, Turn on Garden of Eden and use that instead of the others

You are amazing!  I'll try this out later today and get back to you.

 

Posted (edited)
12 hours ago, Dez65 said:

I'll try this out later today and get back to you.

Woohoo!  Success!  

 

Raiders:

 

Spoiler

image.thumb.png.8d4e87a09777538c8aecca2cfe4f86ea.pngimage.thumb.png.d8e2dfa8bcab3c19a96b084b7ca8d702.png

 

Captives:

 

Spoiler

image.thumb.png.2f554652542cd8980c844e268640bfc9.png

 Haven't tested the other factions yet but don't see why they wouldn't also be working.

 

Thanks!

Edited by Dez65
Posted (edited)

Awesome to see yet another update!!!!

 

Is whipped/spanked being distributed in 2.477 beta? I can´t seem to make it happen.

 

 

Edited by mindgame
Incomplete
Posted
35 minutes ago, mindgame said:

Awesome to see yet another update!!!!

 

Is whipped/spanked being distributed in 2.477 beta? I can´t seem to make it happen.

should still work,

use the check array buttons in MCM to check thoses

otherwise check your chances to get them (in both general chances and preset chances)

 

 

*shit, now I have to think about reducing the MCM options again (might reduce the general chance pool of overlays and put them to the presets(yep it is confusing to type out))

Posted
58 minutes ago, Invictusblade said:

should still work,

use the check array buttons in MCM to check thoses

otherwise check your chances to get them (in both general chances and preset chances)

 

 

*shit, now I have to think about reducing the MCM options again (might reduce the general chance pool of overlays and put them to the presets(yep it is confusing to type out))

 

Checked the whipped/spanked arrays. It shows there are the ones from Slave Tattoos. Would it be possible to have an option to include the whipped/spanked overlays without the tattoos from Slave Tattoos?

Posted
1 hour ago, mindgame said:

 

Checked the whipped/spanked arrays. It shows there are the ones from Slave Tattoos. Would it be possible to have an option to include the whipped/spanked overlays without the tattoos from Slave Tattoos?

so one of the options for the presets is "bah Slave Tattoo's Options" and you should be able to select "No Slave Tattoos" which deny the tattoos from captive Tattoos but not the Whipped or Spanked (assuming I am remembering it properly)

Posted (edited)
9 hours ago, Invictusblade said:

so one of the options for the presets is "bah Slave Tattoo's Options" and you should be able to select "No Slave Tattoos" which deny the tattoos from captive Tattoos but not the Whipped or Spanked (assuming I am remembering it properly)

Oh!! Excellent! So it is like that already!! I haven't seen them show up when cycling overlays but I´ll do some more testing! Thanks for explaining.

Edited by mindgame
Spelling
Posted
1 hour ago, mindgame said:

Would you consider adding the damage overlays from CRX and Whipped and Branded?

I will have a look, I will admit that I am not up to date as I would like to be.

 

I really need to start playing the actual game again

 

but I am playing a couple of different games at the moment

Posted (edited)
17 hours ago, Invictusblade said:

should still work,

use the check array buttons in MCM to check thoses

otherwise check your chances to get them (in both general chances and preset chances)

 

 

*shit, now I have to think about reducing the MCM options again (might reduce the general chance pool of overlays and put them to the presets(yep it is confusing to type out))

2.477 beta: After further testing by cycling overlays I can conclude that whipped/spanked overlays don't show up. Bruises and scars do show up. Whipped/spanked are present in the array check and I can also see them in looksmenu if I manually apply them, but they are not distributed. Can anyone confirm this?

 

It DOES work. It was a MCM settings issue on my end

Edited by mindgame
Posted

Version 2.477 beta is ok, but Haircuts still applying to unique npc. It's looking odd - some male men (evenelder) with women haircuts, ponytails and so on. And they chane it time by time. For example Simon from CTD Boston Police Department looks like pure old school hippie🤦‍♂️ Can't turn it off via MCM. 

Posted
8 hours ago, Jeffey67 said:

Version 2.477 beta is ok, but Haircuts still applying to unique npc. It's looking odd - some male men (evenelder) with women haircuts, ponytails and so on. And they chane it time by time. For example Simon from CTD Boston Police Department looks like pure old school hippie🤦‍♂️ Can't turn it off via MCM. 

I will have a look at that issue, I might have change something in that area.

Posted (edited)

Sorry, to bother you again. I still had the problem, that overlays are applied multiple times. I digged around, added some Trace outputs to the scripts, and I think the problem is in "INVB_Overlay_Manager_Quest.psc" in the function "Overlay_Manager(..)". The keywords kw_Overlay_1 (or kw_Overlay_2) are not set, if INVB_Global_Choice_Modifier.GetValue() returns 0 (and this is the case for me), so the overlays get applied each time "OnMagicEffectStart" is triggered, and this seems to happen more than once, I saw an actor which had the "Tattooed" perk applied 541 times (!).

 

The structure of the Overlay_Manager() function is like this:

If (!akActor.HasKeyword(kw_Overlay_1) && !akActor.HasKeyword(kw_Overlay_2))
  If (bool_success == True && INVB_Global_Choice_Modifier.GetValue() > 0 as float)
    ...  ; the keyword is only set within this block
  EndIf
  
  ; and then a lot of stuff like this (the keyword is not set within these blocks)
  If (INVB_Global_Choice_BodyHair.GetValue() > 0 as float)
    ...
  EndIf
EndIf

 

I simply added a

			If (!akActor.HasKeyword(kw_Overlay_1) && !akActor.HasKeyword(kw_Overlay_2))
				Add_Overlay_Keyword(akActor)
			EndIf

near the end of the function, I think this will fix the problem for me, but I think you should check the logic. What's the INVB_Global_Choice and the INVB_Global_Choice_Modifier ? As far as I understand, there is a INVB_Overlay_Manager_Quest for each faction, and the INVB_Global_Choice/_Modifier properties point to different global variables for each instance, is this the chosen faction number for this instance ?.

 

And there are a few other small things, "removeperk(ROF_perk_Overlayed)" doesn't work (perhaps because we are in the MagicEffect started by this perk ?), I checked it with

			Debug.Trace("[INVB] Overlay_Manager #5: akActor.removeperk, akActor = " + akActor + ", perk = " + ROF_perk_Overlayed)
			akActor.removeperk(ROF_perk_Overlayed)
			Debug.Trace("[INVB] Overlay_Manager #6: akActor.hasperk = " + akActor.hasperk(ROF_perk_Overlayed) + ", akActor = " + akActor + ", perk = " + ROF_perk_Overlayed)

, hasperk still returns true after removeperk.

 

And Papyrus arrays can have only 128 elements, I see a lot of these in the logs:

stack:
	[INVB_Overlay_BodyOverride (130052CF)].invb_overlay_quest.Overlay_quest_Array() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Quest.psc" Line 408
	[INVB_Overlay_MCMDebug (13000E01)].INVB_Overlay_MCM_Debug.AllOverlaystoArray() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_MCM_Debug.psc" Line 241
	[INVB_Overlay_MCMDebug (13000E01)].INVB_Overlay_MCM_Debug.CheckUpdate() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_MCM_Debug.psc" Line 192
	[INVB_Overlay_MCMDebug (13000E01)].INVB_Overlay_MCM_Debug.OnQuestInit() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_MCM_Debug.psc" Line 163
[12/30/2024 - 04:34:30PM] error: Array has 128 elements out of a maximum of 128 and cannot be expanded to add 1 more items

 

Edited by nopse0
Posted
12 hours ago, nopse0 said:

Sorry, to bother you again. I still had the problem, that overlays are applied multiple times. I digged around, added some Trace outputs to the scripts, and I think the problem is in "INVB_Overlay_Manager_Quest.psc" in the function "Overlay_Manager(..)". The keywords kw_Overlay_1 (or kw_Overlay_2) are not set, if INVB_Global_Choice_Modifier.GetValue() returns 0 (and this is the case for me), so the overlays get applied each time "OnMagicEffectStart" is triggered, and this seems to happen more than once, I saw an actor which had the "Tattooed" perk applied 541 times (!).

 

The structure of the Overlay_Manager() function is like this:

If (!akActor.HasKeyword(kw_Overlay_1) && !akActor.HasKeyword(kw_Overlay_2))
  If (bool_success == True && INVB_Global_Choice_Modifier.GetValue() > 0 as float)
    ...  ; the keyword is only set within this block
  EndIf
  
  ; and then a lot of stuff like this (the keyword is not set within these blocks)
  If (INVB_Global_Choice_BodyHair.GetValue() > 0 as float)
    ...
  EndIf
EndIf

 

I simply added a

			If (!akActor.HasKeyword(kw_Overlay_1) && !akActor.HasKeyword(kw_Overlay_2))
				Add_Overlay_Keyword(akActor)
			EndIf

near the end of the function, I think this will fix the problem for me, but I think you should check the logic. What's the INVB_Global_Choice and the INVB_Global_Choice_Modifier ? As far as I understand, there is a INVB_Overlay_Manager_Quest for each faction, and the INVB_Global_Choice/_Modifier properties point to different global variables for each instance, is this the chosen faction number for this instance ?.

 

And there are a few other small things, "removeperk(ROF_perk_Overlayed)" doesn't work (perhaps because we are in the MagicEffect started by this perk ?), I checked it with

			Debug.Trace("[INVB] Overlay_Manager #5: akActor.removeperk, akActor = " + akActor + ", perk = " + ROF_perk_Overlayed)
			akActor.removeperk(ROF_perk_Overlayed)
			Debug.Trace("[INVB] Overlay_Manager #6: akActor.hasperk = " + akActor.hasperk(ROF_perk_Overlayed) + ", akActor = " + akActor + ", perk = " + ROF_perk_Overlayed)

, hasperk still returns true after removeperk.

 

And Papyrus arrays can have only 128 elements, I see a lot of these in the logs:

stack:
	[INVB_Overlay_BodyOverride (130052CF)].invb_overlay_quest.Overlay_quest_Array() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_Quest.psc" Line 408
	[INVB_Overlay_MCMDebug (13000E01)].INVB_Overlay_MCM_Debug.AllOverlaystoArray() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_MCM_Debug.psc" Line 241
	[INVB_Overlay_MCMDebug (13000E01)].INVB_Overlay_MCM_Debug.CheckUpdate() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_MCM_Debug.psc" Line 192
	[INVB_Overlay_MCMDebug (13000E01)].INVB_Overlay_MCM_Debug.OnQuestInit() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\INVB_Overlay_MCM_Debug.psc" Line 163
[12/30/2024 - 04:34:30PM] error: Array has 128 elements out of a maximum of 128 and cannot be expanded to add 1 more items

 

I will have a look at this, in the near future, I might be looking at a revamp of the chance\Modifier system (mainly because I have reduced the total number of options and realised that I can rework of the minor issues)

 

also I will be looking to reworking the internal group distributor (to make it faster) *the next-gen update has brought this up.

Posted

Sorry for the question but is it possible to use the overlays here to randomize the npcs of the waste land with fusion girl and in the next gen update . I would like even a link to a more detailed guide to using bodygen to randomize them because it gets bland only having one body type and thank for your time if you do read this.

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