vaultbait Posted February 19, 2023 Author Posted February 19, 2023 1 minute ago, deathmorph said: If I understand correctly then I need to drop and then equip SmartScale to get the correct stats? You can just "equip" it from the Pip-Boy and then once you exit the Pip-Boy interface it will be displayed. You can also drop it on the ground and then activate it for a brief animated idle which shows you the results once you move off the scale (and there's an alternate activate option shown on the world object to pick it back up again). You can also access the same display through a button on the main MCM page for the mod, or set a hotkey for it through the MCM as well. Note per the known bugs, the current "dropping" functionality is suboptimal and fails to find a good place to put down the scale in many locations. I already have a fix written and tested, which will be included in the next version (probably still a couple of weeks away because I've been working on a different mod). 1 minute ago, deathmorph said: Fading Signal's MREs are probably not among the supported foods, are they? If they have the base game's typical food keyword (they probably do), then the amount of fat added will be calculated based on how much they weigh and what their sale price is. You can optionally add their abbreviated form ID to the FatGainItems.txt file if you want them to count as a flat 3% gain instead, or to the JunkFoodItems.txt file if you want them to be a flat 2% plus count as "junk food" for the mod's addiction mechanic.
deathmorph Posted February 19, 2023 Posted February 19, 2023 (edited) 17 minutes ago, vaultbait said: You can just "equip" it from ... I was wondering, dropping it on the ground only produced an error message. Equipped works. I'll keep following the drop though, it feels more immersive. Is there a possibility in a later version that "drop" and "equiped" in the MCM is optional? Then I had misunderstood about the food up until now. It is therefore not searched for the name of the food, but for the keywords contained there. That's brilliant. It should then work for Fading Signal's MREs and if I'm lucky, also for those in AN2. I come back from my short vacation and find exciting innovations in the FO4 world again. I'm happy and thank you. PS: I installed the trigger in the running game. It is correct that the mod starts with emaciated? Edited February 19, 2023 by deathmorph
vaultbait Posted February 19, 2023 Author Posted February 19, 2023 44 minutes ago, deathmorph said: I was wondering, dropping it on the ground only produced an error message. Yes, the current placement mechanism relies on finding an appropriate navmesh surface under the sky, and I discovered after the fact that I'd been testing in parts of the worldspace with good navmeshes but so much of the Commonwealth is poorly navmeshed (and I also neglected to test indoors). The next version will actually drop a tiny proxy object with physics, wait for it to stop moving, and then replace it with the scale furniture object (it looks pretty seamless), so you can put it on any level surface indoors or out. 44 minutes ago, deathmorph said: Equipped works. I'll keep following the drop though, it feels more immersive. Is there a possibility in a later version that "drop" and "equiped" in the MCM is optional? I'm not sure what you mean by optional. Right now it can work both ways. Are you asking to have a toggle to make it so that when the item is equipped or when it is dropped, it no longer works? 44 minutes ago, deathmorph said: Then I had misunderstood about the food up until now. It is therefore not searched for the name of the food, but for the keywords contained there. That's brilliant. It should then work for Fading Signal's MREs and if I'm lucky, also for those in AN2. To be fair, I'm sure I stole the idea from someone else but I don't recall where. Some survival type mods do similar things to figure out how much hunger a food item should satisfy. 44 minutes ago, deathmorph said: I come back from my short vacation and find exciting innovations in the FO4 world again. I'm happy and thank you. You're welcome! I had a lot of fun making it, and have many ideas for places I want to take it next feature-wise. 44 minutes ago, deathmorph said: PS: I installed the trigger in the running game. It is correct that the mod starts with emaciated? Yes, gotta start somewhere, and I figure if you have it installed at the beginning of the game you're probably frail and ravenous from having been in cryogenic suspension for centuries. You can adjust the body fat value from the console if you want it to be something else: cqf uc_main modbodyfat 0.25 If your body fat is at the starting 0.0 value, then that will add 0.25 bringing it to the midpoint of "fit." You can also give it negative numbers to reduce body fat instantly. It will never reduce body fat below 0.0 nor increase it beyond 1.0, and is very handy for testing. RMR body shape and all the associated buffs and debuffs will be adjusted immediately to match.
deathmorph Posted February 19, 2023 Posted February 19, 2023 (edited) Thanks for the detailed explanations. 6 hours ago, vaultbait said: I'm not sure what you mean by optional. Right now it can work both ways. Are you asking to have a toggle to make it so that when the item is equipped or when it is dropped, it no longer works? That's exactly what I mean. I know it's whining at a high level. I just love it when things work when they're supposed to and don't work when they're not supposed to. Unfortunately, there are many things that can only happen in your head. For example, having to take off the gas mask to eat, drink and smoke (save the game). Or not being able to eat when a gag is equipped. I then do that consciously. Unfortunately, sometimes I don't think about it or I'm tempted to "cheat". Or is there already a mod somewhere that blocks food etc. when the slot is occupied? That's why it would be nice to have the option, but if it's too time-consuming or not possible or wanted for other reasons, then it's not a bad thing either. PS: I threw the scales on the floor in Sanctuary, suddenly they were gone, without a display. Not too tragic, since the summary is in the Pipboy. As a body setting in the LM I use the FG Petit standard body. Which of the three RMR settings (pure, +LM, +max) is best for this? And when do I see the body I have chosen? In the status emaciated or in another status? (I'm not seeing it right now because my actress is "suffering" badly from the SH-Bimbo serum.) Edited February 20, 2023 by deathmorph
LenAnderson Posted February 20, 2023 Posted February 20, 2023 11 hours ago, deathmorph said: Which of the three RMR settings (pure, +LM, +max) is best for this? Depends on the version of LooksMenu you have installed and on what other mods you use that affect the same sliders. I've really only kept pure-RMR to offer a way to keep the same behavior as the pre-2.5 versions of RMR. Apart from that it does not really make sense to use it (unless some future update of LooksMenu changes how multiple morphs on the same slider behave) because the result is not really intuitive. If you are on LMv1.6.18 the morph with the highest mod-specific keyword (I think that means the mod last in the load order wins) is the only one applied and does not take into consideration what your default / original value for that slider is. If you are on LMv1.6.20 the morph with the highest value for a slider is the only one applied. Again, without taking into consideration the default / original value for that slider. You probably want to use one of the other two options. If you don't have other mods that affect the same sliders, it does not make a difference whether you use RMR+LM or RMR+max. If the bimbo serum changes the same sliders (assuming that SH only sets its own morphs and does not deal with morphs from other mods, and assuming that all morphs are positive): RMR+LM if LMv1.6.18 if RMR loaded before SH ==> you won't see any effect from UC while serum morphs are active if RMR loaded after SH ==> you won't see any effect from the serum while UC morphs are active if LMv1.6.20 ==> you'll either see serum morphs or UC morphs, whichever is currently higher RMR+max if LMv1.6.18 if RMR loaded before SH ==> you won't see any effect from UC while serum morphs are active if RMR loaded after SH ==> you'll see morphs from UC and the serum combined if LMv1.6.20 ==> you'll see morphs from UC and the serum combined
deathmorph Posted February 20, 2023 Posted February 20, 2023 Thanks for the detailed explanation. I use LM 1.6.20. Both variants, max and LM, are interesting. I will test both and then decide. But now I know what exactly works. Which settings do I have to make where if my actress wants to have her petit body here in normal condition (presumably this is the "fit" condition) and is then thinner when she is emaciated? The fat value in the LM is already zero. If the petit body in Fit already has a fat value higher than 0, then she does not have her chosen body in the healthy state. I hope, I was able to express myself understandably.
LenAnderson Posted February 20, 2023 Posted February 20, 2023 15 minutes ago, deathmorph said: Which settings do I have to make where if my actress wants to have her petit body here in normal condition (presumably this is the "fit" condition) and is then thinner when she is emaciated? The fat value in the LM is already zero. If the petit body in Fit already has a fat value higher than 0, then she does not have her chosen body in the healthy state. You'd have to set your preset to the emaciated shape and adjust RMR's setting accordingly. So your preset has BodyFat at 0 and that's what you want to look when you are normal / fit. When emaciated you want BodyFat to be lower than that, when fully fattened (as fat as UC makes you) let's say you want BodyFat to be at 0.6 (=60%). Assuming that fit = 0.25. To get the total range of morphs, i.e., RMR's target size increase, you divide the morph range from fit to fat by the UC value's range from fit to fat. target size: ({BodyFat when fat} - {BodyFat when fit}) / (100% - {UC value when fit}) target size: (0.6 - 0.0) / (1.0 - 0.25) = 0.8 To get the value you have to use in your preset, you subtract the target size increase from the morph range from fit to fat. preset: ({BodyFat when fat} - {BodyFat when fit}) - {target size increase} preset: 0.6 - 0.8 = -0.2 That's if you want to do this with one slider set. Of course you can also more finely tune the different stage of weight gain / loss by using multiple slider sets. Same example as before, but now you want to have BodyFat at -0.3 when emaciated. Preset BodyFat: -0.3 Slider Set 1 Target size increase: 0.3 Lower threshold: 0.0 Upper threshold: 0.25 Slider Set 2 Target size increase: 0.6 Lower threshold: 0.25 Upper threshold: 1.0 Since your preset has BodyFat at 0, you can also do this without changing your preset: Preset BodyFat: 0.0 / unset Slider Set 1 enable Invert trigger (RMR uses 1.0 - UC's value; i.e., emaciated=1.0-0.0=1.0, fit=1.0-0.25=0.75, fat=1.0-1.0=0.0) Target size increase: -0.3 Lower threshold: 0.75 Upper threshold 1.0 Slider Set 2 Target size increase: 0.6 Lower threshold: 0.25 Upper threshold: 1.0 1
deathmorph Posted February 20, 2023 Posted February 20, 2023 (edited) Wow. I had to read this twice The last example is the solution to my problem. The first two would result in the rest of the Commonwealth being emaciated females as I'm not using a bodygen in this run. Thank you very much for your effort and your patience. @vaultbait I don't use fast travel in game. Except... I suppose the BoS Air Force would be taboo then too, right? Would make sense for FatGirl PS: short feedback. Works fine. Not only does it look good, it also offers an enormous number of tactical options. Just had to laugh too - just eating vegan doesn't do anything here. Then the character looks like this too. It's like in RL LOL PPS: I got the Piggy perk, but still took radiation damage from GetDirty. Whether this is also the case with "normal" radioactivity, I have not yet been able to check. The lady can hardly move anymore Edited February 24, 2023 by deathmorph
vaultbait Posted February 25, 2023 Author Posted February 25, 2023 On 2/20/2023 at 2:40 PM, deathmorph said: The last example is the solution to my problem. The first two would result in the rest of the Commonwealth being emaciated females as I'm not using a bodygen in this run. Thank you very much for your effort and your patience. A hack I use, mainly out of laziness, is to set the body "triangle" for my player preset in LM to be on the midpoint of the left side, basically halfway between thin and muscular. This achieves a bit of an underweight look when coupled with the FG "zero sliders" preset from BodySlide. On 2/20/2023 at 2:40 PM, deathmorph said: @vaultbait I don't use fast travel in game. Except... I suppose the BoS Air Force would be taboo then too, right? Would make sense for FatGirl As in prevent boarding Vertibirds? That's an interesting suggestion. I playtest from new game starts so often that I rarely get far enough in the vanilla quest lines to get access to them, but I'll put it on my backlog to try out and look into a way to do that, probably something similar to how the power armor rejection works but will really depend on how they're implemented in the game. On 2/20/2023 at 2:40 PM, deathmorph said: PS: short feedback. Works fine. Not only does it look good, it also offers an enormous number of tactical options. Just had to laugh too - just eating vegan doesn't do anything here. Then the character looks like this too. It's like in RL LOL Yes, raw veggies add nearly zero fat due to being lightweight and having little resale value. You'd have to eat them continuously just to keep up with your metabolism even with low body fat giving you a slower fat burn rate. On 2/20/2023 at 2:40 PM, deathmorph said: PPS: I got the Piggy perk, but still took radiation damage from GetDirty. Whether this is also the case with "normal" radioactivity, I have not yet been able to check. The lady can hardly move anymore I'll need to playtest it some more. Get Dirty unfortunately has limited ways in which I could hook in to block its hardcore radiation damage feature, so I fell back on the usual radiation spell immunity mechanisms like some of the vanilla game perks implement. In my testing it would say in the effects list that I'm being damaged by radiation and pop up the usual notifications that I need to take a bath, but I don't actually see any radiation damage getting applied. Note that there can be some delay in the Filthy Piggy perk becoming active because there's a periodic check for Get Dirty's dirt level, but once you actually see Filthy Piggy in the effects list or the perks list it should be making you immune to radiation damage spells like environmental rad traps and rad storms (note this doesn't prevent radiation gain from things like eating/drinking irradiated food and dirty water). I do also sometimes see a glitch in the damage icons on screen if you become immune to radiation at the time it shows you taking radiation damage, the rads +1 or whatever will still appear indefinitely but the Geiger counter sound effect will go away and the red bar will stop growing. Usually saving and then loading that save will clear it, or doing something to apply radiation damage that's not blocked like drinking from a nearby puddle.
deathmorph Posted February 25, 2023 Posted February 25, 2023 Okay, I'll keep monitoring the behavior of the piggy perk. I figured I'd have to grab the soap quickly since radioactivity was showing. That's why I couldn't watch it for long. I've noticed that the fat burning is pretty quick. I come with normal eating habits, i.e. always up to full or a little more, hardly over thin or fit. It doesn't matter what I eat. I only caused my character to get really fat by sleeping excessively (self-healing an infection). Then it didn't take long for the character to go thin again. With normal food (meat) and sugar bombs. I'm not sure if this is intentional or if the balance still needs to be reworked.
vaultbait Posted February 25, 2023 Author Posted February 25, 2023 1 hour ago, deathmorph said: Okay, I'll keep monitoring the behavior of the piggy perk. I figured I'd have to grab the soap quickly since radioactivity was showing. That's why I couldn't watch it for long. I think I may have seen it happen once after sleeping, when Get Dirty flipped over to the filthy dirt level and immediately started applying radiation damage, since normally it waits a while at filthy before the radiation damage kicks in. If this happens often I may adjust the effect to start at the next highest dirt level before filthy. If it's never working for you, then it's not a timing issue, something else is going on. In that case, I can supply some console commands to check and/or test things more directly. 1 hour ago, deathmorph said: I've noticed that the fat burning is pretty quick. I come with normal eating habits, i.e. always up to full or a little more, hardly over thin or fit. It doesn't matter what I eat. I only caused my character to get really fat by sleeping excessively (self-healing an infection). Then it didn't take long for the character to go thin again. With normal food (meat) and sugar bombs. I'm not sure if this is intentional or if the balance still needs to be reworked. Perhaps you play more actively than I do: running/sprinting/jumping/swimming lots, using exercise equipment, having sex frequently, taking chems with a fat loss effect like jet/psycho/mentats, drinking a bunch of purified water, chewing a ton of gum, and so on? Having some feedback on what might be out of balance will help me better tune the ratios for things (which will become the defaults when I make them adjustable in MCM). You might consider turning on debug notifications so you can see how much fat is being applied and how much is being burned too, for a better idea of where the balance could be off. 1
deathmorph Posted February 25, 2023 Posted February 25, 2023 (edited) In the time of my example from fat to lean, I only got the chemical recipe for the Vault 88 supervisor, but was almost on site. Then I went to Vault 88. 2 short shot. No sprint. No chewing gum. No sex in time. Only saves by smoking. I think 2-3 times. PS: But better like this than the other way around. Another idea would be to perhaps provide several profiles. Which then cover different playing styles. But it's okay with the current settings. I guess I just have to mentally switch from vanilla saturation to UC saturation (= fit). Edited February 25, 2023 by deathmorph
vaultbait Posted February 25, 2023 Author Posted February 25, 2023 3 hours ago, deathmorph said: In the time of my example from fat to lean, I only got the chemical recipe for the Vault 88 supervisor, but was almost on site. Then I went to Vault 88. 2 short shot. No sprint. No chewing gum. No sex in time. Only saves by smoking. I think 2-3 times. PS: But better like this than the other way around. Another idea would be to perhaps provide several profiles. Which then cover different playing styles. But it's okay with the current settings. I guess I just have to mentally switch from vanilla saturation to UC saturation (= fit). The cigarettes are probably contributing to rapid fat loss. Items in the FatLossItems.txt file subtract 1% body fat each time they're consumed, and the cigarettes from that mod are included there, so smoking two cigs is going to cancel out the fat gained from a box of Sugar Bombs cereal (junk food items add 2% fat). If smoking is the problem, you can solve it pretty easily by removing that consumable from the list with a simple text editor (but ideally put your modified copy of the file into a simple patch mod so that your changes won't get blown away when upgrading UC in the future).
deathmorph Posted February 26, 2023 Posted February 26, 2023 It's okay, I like slim bodies anyway. I then just need to find the balance to reach the fit state, before I go into a longer raid.
vaultbait Posted February 26, 2023 Author Posted February 26, 2023 25 minutes ago, deathmorph said: It's okay, I like slim bodies anyway. I then just need to find the balance to reach the fit state, before I go into a longer raid. By default, you can bulk up by taking Buffout and other Buff* or *buff family chems, as well as Med-X, Calmex, Day Tripper, X-Cell, and Stimpaks. Additionally, food paste, alcoholic beverages, and joints from the smoking mod I think you're using will do it. All those things add 3% body fat per use. As you observed, sleeping also causes you to gain (based on how long you sleep). If you're pregnant or taking birth control pills from Family Planning Enhanced (and Redux), or have low self-esteem with Sex Attributes, your metabolism will be slowed too. If you wear power armor, you'll basically burn no additional fat while in it. Most of the above are configurable in the included TXT files, with some hard-coded exceptions (gain from sleeping and slowed metabolism from pregnancy can't be disabled at the moment but are on the to do list to add MCM options for).
deathmorph Posted February 26, 2023 Posted February 26, 2023 I understand, thanks for the info. I leave the settings as specified by you - think that fits so far. Definitely an enrichment to the FO4 experience. I'm loving the mod already.
AlyssaAwoo Posted February 27, 2023 Posted February 27, 2023 This mod saved my character, liturally. I gave my last Rad-Away to a settler in need before a severe radstorm hit and almost killed me. Made it to Someville place and slept it away, but I was really low health. I had to do something because due to Get Dirty I was about to get even more irriadiated, and the water would've been no better. So I headed out, found some Rad-X and thought of the only logical solution in my place. After the rads started I popped all 3 Rad-X, ran into Shaw Highschool and stole every kid's lunchbox to scavange it for food including the pink paste so I could get the Filthy Piggy Perk. In the end I got the perk and I was able to run to Hyde Park where I found Rad-Away. That was dire, and very close. ❤️
vaultbait Posted February 27, 2023 Author Posted February 27, 2023 6 minutes ago, AkiKay said: This mod saved my character, liturally. I gave my last Rad-Away to a settler in need before a severe radstorm hit and almost killed me. Made it to Someville place and slept it away, but I was really low health. I had to do something because due to Get Dirty I was about to get even more irriadiated, and the water would've been no better. So I headed out, found some Rad-X and thought of the only logical solution in my place. After the rads started I popped all 3 Rad-X, ran into Shaw Highschool and stole every kid's lunchbox to scavange it for food including the pink paste so I could get the Filthy Piggy Perk. In the end I got the perk and I was able to run to Hyde Park where I found Rad-Away. That was dire, and very close. ❤️ Very cool! I love seeing the inventive ways people use what's available to them in an emergency. It's also fun being able to scavenge the Glowing Sea without a hazmat suit, as long as you stay fat 'n' happy (make sure you bring plenty of snack cakes... and no soap!). Another (much different) mod I'm working on is a captive scenario where you wake up with no equipment, and there's deadly radiation between you and the exit. While the mod itself provides a way to acquire a situational sort of radiation immunity perk, you can also clear the associated quest objective by becoming a Filthy Piggy with UC (and I'm including some other soft integration with UC, particularly altering how some of the new mod's mechanics vary based on the player's body fat, but also your captors will do their best to fatten you up, and there's a free smart scale in the bathroom, caches of Sugar Bombs in some more remote parts of the complex, etc). 2
Sharpm1nded Posted March 2, 2023 Posted March 2, 2023 Ok, i don't know what am i doing and maybe i'm an idiot, but when i try to install this mod, there was no FOMOD installer to appear. I decided to keep forward with a new game , but the game crashes as soon as the cinematic intro appears. Disabling and then re-enabling the mods after the character creations seems to work. But i don't think is how is supposed to, and without the FOMOD of UC i don't know nothing, And i'm using Vortex. But RMR FOMOD did work.
vaultbait Posted March 2, 2023 Author Posted March 2, 2023 1 hour ago, Sharpm1nded said: Ok, i don't know what am i doing and maybe i'm an idiot, but when i try to install this mod, there was no FOMOD installer to appear. I decided to keep forward with a new game , but the game crashes as soon as the cinematic intro appears. Disabling and then re-enabling the mods after the character creations seems to work. But i don't think is how is supposed to, and without the FOMOD of UC i don't know nothing, And i'm using Vortex. But RMR FOMOD did work. Not all FOMOD packages include an installation menu. UC doesn't currently have any install-time options, it's just relying on the FOMOD structure to store metadata like the version and download URL. It's structured to allow me to add installation menu options easily later if the need should arise, but so far all optional integration is handled at runtime with scripted checks and MCM options so not getting a FOMOD menu during installation is expected. As for why it would crash at the intro, that's certainly unexpected. If you're using Buffout 4, a crashlog analyzed by Crash Log Auto-Scanner may help to give a better idea of what's going on.
Sharpm1nded Posted March 3, 2023 Posted March 3, 2023 3 hours ago, vaultbait said: Not all FOMOD packages include an installation menu. UC doesn't currently have any install-time options, it's just relying on the FOMOD structure to store metadata like the version and download URL. It's structured to allow me to add installation menu options easily later if the need should arise, but so far all optional integration is handled at runtime with scripted checks and MCM options so not getting a FOMOD menu during installation is expected. As for why it would crash at the intro, that's certainly unexpected. If you're using Buffout 4, a crashlog analyzed by Crash Log Auto-Scanner may help to give a better idea of what's going on. First, thanks for the response. I checked later the crash logger and i still cannot find the exact culprit, but i think is related to SUP conflicting with something. or is something related to the player character or else.But only happens with SUP or RMR enabled. However, i can enabled the mods later without a problem after creating a character, even RMR recognizes UC. So i don't know what is happening anymore. In any case i'll test some more. Thanks for the reply again. I don't know that much about modding but it still baffles me how unstable everything can be for everyone.
vaultbait Posted March 3, 2023 Author Posted March 3, 2023 53 minutes ago, Sharpm1nded said: First, thanks for the response. I checked later the crash logger and i still cannot find the exact culprit, but i think is related to SUP conflicting with something. or is something related to the player character or else.But only happens with SUP or RMR enabled. However, i can enabled the mods later without a problem after creating a character, even RMR recognizes UC. So i don't know what is happening anymore. In any case i'll test some more. Thanks for the reply again. I don't know that much about modding but it still baffles me how unstable everything can be for everyone. Many of us start playthroughs with unmodded save just inside or outside the Vault 111 exit elevator, for example from a speed-run of the game intro, since many mods don't work normally during pre-war up through the escape. While I'm surprised this would be the case for SUP F4SE or RMR, I can't say I've tested that personally. I do know there were some pre-war crashes recently for users of the BodyTalk 3 body replacer, but if you update to the very latest version of that it should be resolved.
Sharpm1nded Posted March 3, 2023 Posted March 3, 2023 1 hour ago, vaultbait said: Many of us start playthroughs with unmodded save just inside or outside the Vault 111 exit elevator, for example from a speed-run of the game intro, since many mods don't work normally during pre-war up through the escape. While I'm surprised this would be the case for SUP F4SE or RMR, I can't say I've tested that personally. I do know there were some pre-war crashes recently for users of the BodyTalk 3 body replacer, but if you update to the very latest version of that it should be resolved. Ok, so , i crashed again and this time i checked more carefully the crash log, but it was more of the same, however, a thing i failed to notice before in the other crash log but now realized is that the crash log scanner noticed that pluginpreloader (an optional requisite for Buffout 4) was not being initialized correctly for some reason. Turns out, it was that the culprit ( a common problem of that mod). After a quick fix, no crash ocurred after the intro and i was able to play correctly, and all mods where properly working. I never realized that the pluginpreloader had that issue , either it broke at some point or it never worked as intended and these mods brought the issue to the light. At the end, is better i figured that out earlier. Thanks anyway for the reply and the mod, i wanted to try it out before but i was bored of FO4 for a while, now i decided to go back for another time and your mod was the first thing i wanted to use for this playthrough.
vaultbait Posted March 3, 2023 Author Posted March 3, 2023 8 hours ago, Sharpm1nded said: Ok, so , i crashed again and this time i checked more carefully the crash log, but it was more of the same, however, a thing i failed to notice before in the other crash log but now realized is that the crash log scanner noticed that pluginpreloader (an optional requisite for Buffout 4) was not being initialized correctly for some reason. Turns out, it was that the culprit ( a common problem of that mod). After a quick fix, no crash ocurred after the intro and i was able to play correctly, and all mods where properly working. I never realized that the pluginpreloader had that issue , either it broke at some point or it never worked as intended and these mods brought the issue to the light. At the end, is better i figured that out earlier. Thanks anyway for the reply and the mod, i wanted to try it out before but i was bored of FO4 for a while, now i decided to go back for another time and your mod was the first thing i wanted to use for this playthrough. Oh, yes if Plugin Preloader was broken and not loading Buffout 4 early enough, there are a number of possible crash bugs you weren't being protected from. Seems like the newly added mods were more of a "straw that broke the camel's back" situation, which can absolutely happen. Anyhow, glad you found the problem and got everything working! (And that it's not a bug I need to track down in my mod!) Also thanks for the compliments, I quite like that this mod is encouraging people to revisit FO4. Even with its (many) flaws, it's one of my all time favorite games, made orders of magnitude more enjoyable by the many mod authors who have generously given their time to put some quite nice lipstick on this pig. ?
vaultbait Posted March 4, 2023 Author Posted March 4, 2023 (edited) On 2/20/2023 at 2:40 PM, deathmorph said: I got the Piggy perk, but still took radiation damage from GetDirty. Okay, I managed to get it to happen during some extensive playtesting for another mod I'm working on. I think it may be occurring when you're filthy and are being protected from receiving damage by the Filthy Piggy effects, but then you lose enough fat to fall below the threshold where Filthy Piggy is no longer in effect, raising your fat again so Filthy Piggy becomes active once more doesn't seem to stop the accumulation of radiation damage from Get Dirty. Waiting around or saving and reloading didn't solve it, nor did taking minor rad damage from eating/drinking, nor did using Rad-Away make it stop. I finally managed to clear it by washing (I had a bar of soap in my inventory). I still need to get it to happen again under more controlled circumstances in order to confirm that's how it happens, then try to figure out what it is about the effect from Get Dirty specifically that it isn't getting blocked. Edit: I've added it to the known bugs list for now (on the first page of this support topic). Edited March 4, 2023 by vaultbait 1
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