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Posted
6 hours ago, Brumfondl said:

You may want to look at using this mod to get rid of rusty faces - it also eliminates the need for things like Rusty Face Fix. Following the instructions there you can upscale all face mods to 2k, as well as rebuild all the head data, which will resolve a number of issues :)

 

https://www.nexusmods.com/fallout4/mods/86374?tab=description

I should have a look at that one

thanks

Posted

INVB_OverlayFramework v2.481 Changelog
-------------------------------------

Added Support for TitKit Fo4 Port (https://www.nexusmods.com/fallout4/mods/82510) the new Overlays will be under Skin Conditions

Added Support for RJs Full Body (https://www.nexusmods.com/fallout4/mods/84920) The new Overlays will be under Full Bodied Tattoos

 

I might change the nipples to something else in the future but it is fine where it is (the new fading mechanic doesn't affect skin conditions so they should last)

 

also I didn't add the two duct tape overlays from titkit to the list, because it didn't really fit in.  (I might add it to somewhere else)

Posted
10 minutes ago, sqarex said:

oi mate, would you maybe add the tats made by alpia that i ported into f4?

 

will do, may take a few days,

also I will be placing these overlays in the same style as the captive Tattoos (so you can separated them from the rest), if you don't mind

(which reminds me that I think I forgot to put the RJ overlays into the non captive tattoo overlay quest)

 

 

Posted
15 minutes ago, Invictusblade said:

will do, may take a few days,

also I will be placing these overlays in the same style as the captive Tattoos (so you can separated them from the rest), if you don't mind

(which reminds me that I think I forgot to put the RJ overlays into the non captive tattoo overlay quest)

 

 

oh yeah i don't mind, in retrospective i should've made it an option for them to be either above or below captive tattoos so that you don't have to hold arrow down for a minute or two lol, i have also uploaded a fix right now that fixed two tattoos with bad pathing

lmk if you need any help on my part :3

Posted
On 3/23/2025 at 10:25 AM, sqarex said:

oh yeah i don't mind, in retrospective i should've made it an option for them to be either above or below captive tattoos so that you don't have to hold arrow down for a minute or two lol, i have also uploaded a fix right now that fixed two tattoos with bad pathing

lmk if you need any help on my part :3

so I am effectively done adding the overlays (please don't change the ID's of them, there is too many)

 

so I cannot guarantee that all of the overlays will work because of the sheer number of them. (or that there will be blank spots of non-existing overlays)

*again because of the sheer number of them, and because of your naming scheme, I used the names of the materials to sort the overlays groups instead of searching the overlay file.

 

I will make a couple more changes and I should be posting the mod sooner or later (still will be a couple of days)

Posted

upcoming changelog

 

added support for the mod above

added toggles for the recent mods

added a command to display the status of overlay mods (Active or not installed or not Active(toggled off)) *it will have three pages of messages box due to the amount of mods.

some more tweaks to MCM.

 

unless there is any pressing issues that is required, it should be ready in around 20 odd hours (so Thursday afternoon in Australia)

Posted

 

1 hour ago, Invictusblade said:

upcoming changelog

 

added support for the mod above

added toggles for the recent mods

added a command to display the status of overlay mods (Active or not installed or not Active(toggled off)) *it will have three pages of messages box due to the amount of mods.

some more tweaks to MCM.

 

unless there is any pressing issues that is required, it should be ready in around 20 odd hours (so Thursday afternoon in Australia)

Great!

Posted (edited)

Here are the new command page I have mentioned (Your active Mod list)

 

Active = Installed and active

NOT active = installed but toggled off

NOT Installed = either not installed or not in your load order (I do not believe I know of a method to check if the file is in the DATA folder so this is the best I can do)

20250327132035_1.thumb.jpg.ce3d3ea180af472cdbab31cff0077970.jpg

20250327132040_1.thumb.jpg.ec2a01638b5b853cd5b30facfb54921f.jpg

20250327132046_1.thumb.jpg.c12b58d43948190177e04940253a5603.jpg

so please use this command if you have any issues with mods (take a screenshot and post it if required)

unless I can think of something special, this is the best I can do.

Edited by Invictusblade
Posted

INVB_OverlayFramework v2.482
-------------------------------------
added support for Alpia Slavetats F4 port 1.0.1 *There is an insane amount of overlays in this mod, so I am not sure if I added all of them or made any mistakes

added toggles for the recent mods (such as Titkit and RJ's Tattoos, and Alpia Slavetats)

added a command to display the status of overlay mods (Active or not installed or not Active(toggled off)) *it will have three pages of messages box due to the amount of mods.

Added five more slots for overlay quest (finally needed more than 15 of them)

some more tweaks to MCM.

 

also alpia slavetats is togglable via the captive tattoo option.

Posted

Hello,

 

Thanks for your mod, I really like its possibilities.

Unfortunatelly for me it is too complicated to configure the somewhat overcrowded menu ( I would prefer something easier like the configurating json file for obody in skyrim).

And for now it is also the only mod that produces a stack dump in my papyrus log.

So for now I will try it again if a newer version - with improvements - will come up

Hmmm - I am still playing the older Fallout 4

 

Regards

😃

Posted
On 3/25/2025 at 10:45 AM, Invictusblade said:

so I am effectively done adding the overlays (please don't change the ID's of them, there is too many)

 

so I cannot guarantee that all of the overlays will work because of the sheer number of them. (or that there will be blank spots of non-existing overlays)

*again because of the sheer number of them, and because of your naming scheme, I used the names of the materials to sort the overlays groups instead of searching the overlay file.

 

I will make a couple more changes and I should be posting the mod sooner or later (still will be a couple of days)

Thanks mate! I won't change any id's, the missing tats were fixed and I can always make another esl, like I'm planning to do with tintmasks in the future :^

Posted (edited)

I just realized I haven't been keeping up with the updates and I am still on version 2.470.  Is it safe to update mid-game to the latest version?

 

 

EDIT:  I went and did it anyway but also I'm having a problem I had it with 2.470 and it's still there in 2.482;  when I use the Chem bench to craft something from this mod, I'm unable to exit the bench.  I press Tab and nothing happens, sometimes the button displays disappear.  Only way to exit is via console commands (coc or slm). 

Edited by AndarielHalo
Posted (edited)
On 3/31/2025 at 3:04 PM, AndarielHalo said:

I just realized I haven't been keeping up with the updates and I am still on version 2.470.  Is it safe to update mid-game to the latest version?

 

 

EDIT:  I went and did it anyway but also I'm having a problem I had it with 2.470 and it's still there in 2.482;  when I use the Chem bench to craft something from this mod, I'm unable to exit the bench.  I press Tab and nothing happens, sometimes the button displays disappear.  Only way to exit is via console commands (coc or slm). 

I didn't know that, I will have a look,

I haven't looked at the workbench in ages. (I kinda forgotten about using it for most things)

 

edit-> found the problem, not sure what is happening, sometimes it seems to work while other times it doesn't work, will work on a solution

 

new edit-> no idea yet, shit but still working on it

Edited by Invictusblade
Posted

IIRC a common reason for getting stuck in a workbench is when some item you viewed/crafted while in the workbench didn't have a world model assigned to it.

Posted (edited)
On 4/7/2025 at 11:54 AM, destrux said:

IIRC a common reason for getting stuck in a workbench is when some item you viewed/crafted while in the workbench didn't have a world model assigned to it.

thanks, I will have a look at that later today

 

 

update-> still looking into it, it should be easy but...

Edited by Invictusblade
  • 4 weeks later...
Posted

INVB_OverlayFramework v2.483
-------------------------------------

Finally added fixes to some of the recipes (added a modded medical box)

 

 

I simply played too much The Division 2 on PC, as well as other games.

 

so I kinda stop playing (or modding) Fallout 4. (I will try to get back into it but I have been saying that for a while now)

Posted (edited)

Only issue I noticed was with war of the commonwealth. It seems to have resurrected the old bug of not purging the dead bodies and leading up to brutally long save times. Tried it with just one set of overlays and the problem persists. Only occurs when I use that mod to and runs fine other than the long save issue. I just use 2 different mods for spawns and don't have an issue.

Capture.JPG

Edited by menchi8877
Posted
18 hours ago, menchi8877 said:

Only issue I noticed was with war of the commonwealth. It seems to have resurrected the old bug of not purging the dead bodies and leading up to brutally long save times. Tried it with just one set of overlays and the problem persists. Only occurs when I use that mod to and runs fine other than the long save issue. I just use 2 different mods for spawns and don't have an issue.

Capture.JPG

shit, I might need to adjust the dead overlay thing, maybe it is doing something that it shouldn't.

 

I will have a think about solutions

Posted

Some vendors, e.g. Fred Ellen in Goodneighbor, sell items, which according to Better console belong to the Random Overlay Framework, e.g. Instant hair growth serum (pubic hair), Tatoo gun (Full), or scissors (pubic hair). However, using them seems not to have any effect. Can you confirm that these items are from this mod and if so, what is their purpose?

  • 4 weeks later...
Posted

I've just noticed it keeps applying random additional mole and scar overlays to my character when AAF scenes start. They disappear after the scene ends. I turned on full debugging messages and I start seeing it rolling the overlays as soon as the scene starts. None of the options in the MCM seemed to be able to stop this, but disabling the distributor entirely by putting a blank ini file made it stop doing it.

 

I've also been randomly finding NPCs in nuka world that have hundreds of overlays on them. I've just been clearing their overlays and waiting to see if I find them with them again, but I'm not sure how they got that way to begin with. This is a new save game so it's only had the latest version of this mod on it. I'm not using the faction manager, it's disabled.

 

Really enjoy this mod though, I've been using it a while. I don't know if these are new issues or I just never noticed them before.

Posted
On 6/1/2025 at 10:02 AM, destrux said:

I've just noticed it keeps applying random additional mole and scar overlays to my character when AAF scenes start. They disappear after the scene ends. I turned on full debugging messages and I start seeing it rolling the overlays as soon as the scene starts. None of the options in the MCM seemed to be able to stop this, but disabling the distributor entirely by putting a blank ini file made it stop doing it.

 

I've also been randomly finding NPCs in nuka world that have hundreds of overlays on them. I've just been clearing their overlays and waiting to see if I find them with them again, but I'm not sure how they got that way to begin with. This is a new save game so it's only had the latest version of this mod on it. I'm not using the faction manager, it's disabled.

 

Really enjoy this mod though, I've been using it a while. I don't know if these are new issues or I just never noticed them before.

About hundreds of overlays. I had something like that. Reinstalling ROF  fixed it. Also try setting in MCM Distributor options> Toggle Group Distributor. You should see notification window after closing MCM "Group Distributor is Deactivated..."

  • 2 weeks later...
Posted (edited)

Can't get this to work. Im on NG and followed the instructions. I installed/uninstalled/reinstalled it like 5 times now. Tried with factions or without factions. Made it a "late loader" in Vortex. It works fine when I use it on a single NPC, but toggle over groups wont work. Nothing happens. Beside the single npc notifications, the only message I get is "Starting Group NPCs to get overlays" and this pops up like every 30 seconds. So the main problem for me is that it is not applied automatically. Are there any conflics with other mods?

 

Edit 1: Forgot to attach a log. Maybe it will help.

Papyrus.0.log

Edited by Johnnyone
  • 4 weeks later...
Posted (edited)

HI @Invictusblade,

 

I'm new to the ROF. And trying to create a skin override from scratch.

But I'm kinda lost to be honest.

Would you happen to have a sample override that I can use as a guide?

Also are there any instructions available that could help walk me thru the process?
Thanks for any assistance that you can provide! 🫡

 

Edit:

I'm ultimately trying to add different skin textures to some NPCs at random.

And then trying to apply some overlays after that if possible

Edited by kiyros17
  • 2 weeks later...
Posted
On 7/15/2025 at 10:16 PM, kiyros17 said:

HI @Invictusblade,

 

I'm new to the ROF. And trying to create a skin override from scratch.

But I'm kinda lost to be honest.

Would you happen to have a sample override that I can use as a guide?

Also are there any instructions available that could help walk me thru the process?
Thanks for any assistance that you can provide! 🫡

 

Edit:

I'm ultimately trying to add different skin textures to some NPCs at random.

And then trying to apply some overlays after that if possible

I used this guide

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