astor Posted February 13, 2022 Posted February 13, 2022 11 hours ago, Invictusblade said: so that explains why my mod doesn't work (also my other mods with you have them installed (Impregnation or autonomy)) so how mods work for fallout 4. you start at the base game and then you add or remove content over the following mods. but these can ignore the previous content so Z_Horizon_bahbah (because it is cut off) is at the bottom of the list and it has priority over the rest. so what I will do today, is to make a special mod for you (and for others) this will use the old system which is leveled lists injection (but the major flaw with this is that it won't reach as many NPC's) also can you upload the z_horizon mod here. update-> so I downloaded the horizon mod (I doubt I am going to play it) but here is merge mod for OutfitFramework/Horizon so download it and give it a try however it might not fix all of your problems because I can see a few overrides that are not in Horizon INVB_Outfits_Framework_Horizon.esp 4.23 kB · 0 downloads Thank you kindly. Will give this a try. I do appreciate any and all advice for conflict resolution and load order management.
Invictusblade Posted February 13, 2022 Author Posted February 13, 2022 (edited) also give this a try (I am not sure if it will work properly, I haven't tested it properly(it might double up on some tattoos) it is a combo mod of both methods (Outfit Framework and Leveled lists) btw it is a beta so no packed file yet INVB_OverlayFramework.esp INVB_OverlayFramework_AWKCR.esp Edited February 13, 2022 by Invictusblade
V3rni3r Posted February 13, 2022 Posted February 13, 2022 Just a little update on my situation, I removed all overlays from all npcs in the mcm, then used the stop mcm option. I uninstalled the mod, loaded the save waited a bit, saved then cleaned with resaver. Afterwards I reinstalled the mod and noticed the same problem, cycling overlays just won't work. My active scripts did go back down to around 20 but still kinda at a loss.
Invictusblade Posted February 13, 2022 Author Posted February 13, 2022 1 hour ago, V3rni3r said: Just a little update on my situation, I removed all overlays from all npcs in the mcm, then used the stop mcm option. I uninstalled the mod, loaded the save waited a bit, saved then cleaned with resaver. Afterwards I reinstalled the mod and noticed the same problem, cycling overlays just won't work. My active scripts did go back down to around 20 but still kinda at a loss. I will have to look into this issue. one of the problems is that the overlay manager is really quite simple so it shouldn't cause any problems (but Fallout 4 is a weird game) it should be just an armor that adds other armors depending on chance and options
V3rni3r Posted February 13, 2022 Posted February 13, 2022 38 minutes ago, Invictusblade said: I will have to look into this issue. one of the problems is that the overlay manager is really quite simple so it shouldn't cause any problems (but Fallout 4 is a weird game) it should be just an armor that adds other armors depending on chance and options Understood and heavily agree
astor Posted February 13, 2022 Posted February 13, 2022 so far, i've seen ONE npc with hair, the rest, still the same. I've moved this mod lower down in left left column of mod organizer, but haven't seen any change yet. I don't know if thing will only change on newly spawned npc's or if existant npc's will see a change as well.
Invictusblade Posted February 14, 2022 Author Posted February 14, 2022 12 hours ago, astor said: so far, i've seen ONE npc with hair, the rest, still the same. I've moved this mod lower down in left left column of mod organizer, but haven't seen any change yet. I don't know if thing will only change on newly spawned npc's or if existant npc's will see a change as well. well it may take a while for the leveled list to kick in
Invictusblade Posted February 14, 2022 Author Posted February 14, 2022 so I am working on the next update I am looking at a move to aid objects for the random manager and random overlays so this may take a while as well as adding the hair and eyes to the random (it will give a npc a different hairstyle or different eyes) such as eyes of beauty Hair is going to be a difficult one because there is a flaw with the current script (and I am not sure if it is possible to fix) *basically to do with hair with extra head parts. the script currently cannot see the extra head pieces and thus cannot remove them.
tzenrick Posted February 15, 2022 Posted February 15, 2022 On 1/30/2021 at 12:41 AM, Invictusblade said: so I have been working a outfit based version of this mod. so the early version uses an injector to inject overlays into existing leveled lists but this can be unreliable. so I decided to make a new simple mod to directly add a leveled list to each outfit in the game which is then injected with an overlay and then with some fo4edit skill, you could make some overrides for custom mods (see image) INVB_OverlayFramework.esp 31.88 kB · 84 downloads INVB_Outfits_Framework.esp 37.1 kB · 229 downloads So, I did a 'thing,' and it might be of some use in this regard. It uses a really nasty (I think) script to Dynamically change clothes on most settlers/unique NPCs(Just the females at this point. I really haven't found any good outfits sets for males). It uses nested leveled lists to randomly build outfits.
pif_63 Posted February 15, 2022 Posted February 15, 2022 Sorry if I'm asking some stupid question, But is AAF a requirement? I download it and there's no AAF as a master and I think "why not" and just run with it without installing AAF, So I got to this quickstart thingy I set a hot key, press it, the notification show equip - unequip tattoo and then nothing happens and I haven't encountered any tattoed npc yet.
HalcyonSFX Posted March 9, 2022 Posted March 9, 2022 Hey, @Invictusblade! Thank you for an awesome mod. I'm having some weird issues with which I'm hoping you're able to assist. I installed this mod, its patch, and all of the dependencies needed for pubic hair. I then launched Fallout 4 and verified that the mod was showing in MCM and random generation was enabled for everyone at spawn rates between 50% to 75%. I played for a while and had a bunch of random encounters. No NPCs were spawning with pubic hair. I then used the in-game option to regenerate the overlays. That worked, but only on female NPCs. And then I noticed that all of the female NPCs had the same exact face as my player character (who is female). I'm not sure what's going on. In summary: * Pubic hair only spawns when a force regen is ordered * All random NPCs are now spawning with an identical face, hair, and makeup as my player character * Male NPCs never have any pubic hair assigned Can you assist me in debugging this one. Papyrus and plugins.txt (from MCM) attached. Thank you in advance! Papyrus.0.log plugins.txt
carnival Posted March 14, 2022 Posted March 14, 2022 On 2/9/2022 at 6:21 PM, shuman85 said: check out https://www.nexusmods.com/skyrimspecialedition/mods/51084 and yes racemenu is very much like looksmenu, except racemenu is still being updated, google racemenu bodygen if you need to use BHUNP but if you're using 3ba or any other cbbe based body def go with obody, if I had a million dollars I would def commission someone to make something as easy as obody for fallout lol Thanks! That does some of what I want but does not cover the tattoo distribution portions. I eventually did find something though Distributed Bodypaints and Overlays. It parcels out overlays to different groups even if the selections a limited. Just turn off the pubic hair functions and make sure to read the compatibility sections on face overlays, as headless NPC will CTD you. Posting this in-case someone in the future has the same questions.
Potato_Skill Posted March 22, 2022 Posted March 22, 2022 Hi, I wonder, how to install this mod? I see 2 options in the Download Section. One of which appears to be the latest version (1.50b) but is smaller in size compared to the other one.
Invictusblade Posted March 22, 2022 Author Posted March 22, 2022 (edited) On 3/22/2022 at 10:06 PM, Potato_Skill said: Hi, I wonder, how to install this mod? I see 2 options in the Download Section. One of which appears to be the latest version (1.50b) but is smaller in size compared to the other one. so INVB_OverlayFramework v1.50b - the main mod and yes it is small because it only contains scripts (no meshes or textures) and the mod itself INVB_OverlayFramework_Tattoo_Invictusblade - is my personal tattoo mod that I put together TCD ROF Patch - Patch for the TCD series of overlays (I think) edit-> I am not sure why it looks like this update-> I am working on an update but it has completely failed at the moment (I switching from armor to aid object and it doesn't work). this update should also contain eye and hair randomness (so if you are hair mods then they could spawn on NPCs) *but there is a serious issue with hair style kit at the moment which I might not be able to fix. Edited March 23, 2022 by Invictusblade 1
Invictusblade Posted March 25, 2022 Author Posted March 25, 2022 Question for anyone who comes here do you use the different faction aspect of the mod? (such as lower chance for institute NPC to get tattoos) or is it a waste of time?
vaultbait Posted March 25, 2022 Posted March 25, 2022 5 hours ago, Invictusblade said: Question for anyone who comes here do you use the different faction aspect of the mod? (such as lower chance for institute NPC to get tattoos) or is it a waste of time? I haven't been relying on it, no. I do turn on faction-specific overlays in Tattoo After Rape because it makes a bit more sense for the relevant factions marking you with their particular signs, but the tats applied by ROF are already far more nonspecific overall (I have every supported overlay pack installed for variety) and infrequent enough that I find they add sufficient flavor when you notice them without it becoming boring.
JB. Posted March 25, 2022 Posted March 25, 2022 I do adjustments by factions. But basically I put 100% some and 0% the others.
ebbluminous Posted March 25, 2022 Posted March 25, 2022 12 hours ago, Invictusblade said: Question for anyone who comes here do you use the different faction aspect of the mod? (such as lower chance for institute NPC to get tattoos) or is it a waste of time? let all factions have the same chance.
Invictusblade Posted March 25, 2022 Author Posted March 25, 2022 thanks for the replies, so I am going to release a new FPE edition to ROF (and autonomy) soon that instead of leveled lists or outfit framework, it will use the system from FPE to deliver content to each and every NPC in the game. so how it will work. there will be two options in FPE (Toggle)Factional Overlays - Overlays will be sorted to its faction (Slider)Chances of Overlays (Requires INVB_OverlayFramework) - what are the chances for everyone to get Overlays from INVB_OverlayFramework. so if Factional Overlays is turned off then everyone has a chance to get overlays so if Factional Overlays is turned on then people in Factions will get their factional overlay pack(with its own chances) and everyone else will have a chance to get overlays. here are two screenshots I took last night a couple is having sex and some of the others have tattoo's (the man having sex is from the storyteller mod) (I have mentioned this before but one of the things I love about overlays/tattoo's in fallout 4 is when they are hidden because that tells a story) also the women on the left chair and bench(I think) are from "AA FusionCityRising - Hookers of the Commonwealth" the second shot is of Ellen from the Ellen - the cartographer (which would have required its own addon pack) 1
vaultbait Posted March 26, 2022 Posted March 26, 2022 @Invictusblade: Minor bug report so far, seems the new 1.50-FPE version has an INVB_OverlayFramework_TattooTCDOverlaySET.esp which has INVB_Outfits_Framework.esp as a master. Choosing the replacer option instead seems to work fine though (which was what I meant to select originally anyway).
BraveNewWorld721 Posted March 27, 2022 Posted March 27, 2022 On 3/25/2022 at 3:23 PM, Invictusblade said: Question for anyone who comes here do you use the different faction aspect of the mod? (such as lower chance for institute NPC to get tattoos) or is it a waste of time? I did use the feature. I think it is quite nice to have. Nerd to have lower chance to have tattoo, and rider have higher chance. Make it feel a bit different between faction.
Invictusblade Posted March 27, 2022 Author Posted March 27, 2022 11 hours ago, vaultbait said: @Invictusblade: Minor bug report so far, seems the new 1.50-FPE version has an INVB_OverlayFramework_TattooTCDOverlaySET.esp which has INVB_Outfits_Framework.esp as a master. Choosing the replacer option instead seems to work fine though (which was what I meant to select originally anyway). thank you I will make the change, personally I am surprised that the entire changeover actually works. but little bugs are to be expected
vaultbait Posted March 27, 2022 Posted March 27, 2022 11 hours ago, Invictusblade said: personally I am surprised that the entire changeover actually works. Yep! Seems to be working well so far. The NPCs in my test cell got a random assortment of tattoos, as intended.
Invictusblade Posted March 30, 2022 Author Posted March 30, 2022 (edited) screenshot time so hair can be a bit dicey sometimes so there are issues (I am not entirely sure if I can fix it) *when I find the issue again, I will write down the hair and remove it from the list *Eyes work but that is a simple texture btw it is amazing how NPC's looks change because of hair and eyes This is the same NPC (Zhane from 3DNPC Settlers) (if you didn't know, I wanted something to make the game look different and hair is simple way of doing it) also I haven't done any modded hairs yet but I did do the Eyes from TCD. (they are more for synths but nevertheless) Edited March 30, 2022 by Invictusblade
Dez65 Posted April 9, 2022 Posted April 9, 2022 Forgive the potentially stupid question but what is the difference does selecting "Replacer" Add-ons make during installation.
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