rubber_duck Posted March 23, 2023 Posted March 23, 2023 17 hours ago, vaultbait said: 1.6.0 (2023-03-22) Perfectly Preserved: Body fat improves the chance for Port-A-Diner pie Woeful Weigh-Ins: Gain or lose self esteem daily when checking your fat Drop the Towel: Actors strip while on a Med-Tek ForEVrFit+ Smart Scale MCM setting for whether the player dresses after stepping off a scale You can now place a Med-Tek ForEVrFit+ Smart Scale just about anywhere The Smart Scale can be constructed at a chemistry station under Utility Smart Scale interface is now judgmental/degrading and undermines you Filthy Piggy: Optional patch plugin improving Get Dirty integration The RadiationHealing keyword is no longer used so is forcibly cleaned up Cereal Killer: chances are now scaled by the square of the player's luck Added numerous new MCM settings to adjust fat gain and loss mechanics Added a few new MCM debugging options for manipulating current body fat Reduced default fat burn from jumping by half for better game balance Renamed the Hot to Trot feature to Built for Comfort not Speed Log the version number of the mod even when not upgrading Added a FOMOD installer menu for the new optional patch plugins Added support for FatGainEffects to the ExtendList API Removed an unused empty script source file Renamed the HHS detection variable to not conflict with its script I just realized I didn't switch the Progression Factor default from 1.00 to 0.10 like I said I was planning to. I'll do that in 1.7.0 with an appropriate upgrade note, but in the meantime you can set it to 0.10 in the MCM Settings page if you want the slower paced experience. Edit: The FAQ and known bugs list have been updated for 1.6.0. Also the mod description has been updated with documentation on the newly added features, and more general introduction/explanation added. A couple of fun new screenshots were thrown in too. Enjoy, piggies! ? Thanks for new update! I assume it's safe to update mid-game, correct? Just 'overwrite' at the end of installation (in MO2) and that's it, isn't it? One question regarding Self-Esteem... I currently have my own config for it (FatGainPerks and FatLossPerks) - would this new feature conflict in any way with it?
vaultbait Posted March 23, 2023 Author Posted March 23, 2023 14 minutes ago, deathmorph said: I now have the scale in my inventory. But what is Med-Tek ForEVrFit? An extra device? I didn't find it in the chemistry station or overlooked it. ForEVrFit+ is a brand of pre-war smart scale originally sold by Med-Tek Industries. It's the same Smart Scale you have in your inventory, just the full name of it for lore purposes. I made up the name, but for an added in-joke it sort of looks like it says "FEV" (though it really has nothing to do with viral research or super mutants, purely coincidental). It should just be called "Smart Scale" in the Utility section of the chemistry station. You'll need a small amount of steel, copper, springs, circuitry, nuclear material and a fusion cell to be able to construct one, no perk requirements (I didn't want to force people to have Science or something, particularly since its Intelligence requirement is inconvenient for Idiot Savant/Slut players). 14 minutes ago, deathmorph said: What exactly does Perfectly Preserved do? I didn't understand that correctly in the description. Simply alters the odds of getting Perfectly Preserved Pie from the Port-A-Diner machines you find in random places throughout the Commonwealth. In the unmodified game the chances were based on your Luck and the number of times you tried that particular machine. The Perfectly Preserved option in Unhealthy Craving's FOMOD installer menu replaces that script with one that's been slightly altered so that having higher body fat also increases the chances it dispenses pie successfully. It's a pretty minor feature to take Port-A-Diners from extremely frustrating to tolerable, but there's really not that many of them in the game and the pie isn't nearly as satisfying as the work required to get it.
vaultbait Posted March 23, 2023 Author Posted March 23, 2023 6 minutes ago, rubber_duck said: I assume it's safe to update mid-game, correct? Just 'overwrite' at the end of installation (in MO2) and that's it, isn't it? Yes, it's self-upgrading if you load a save that used a previous version, just uninstall the old version in your mod manager and install the new version, then start up the game and play. Same as for the previous releases really. 6 minutes ago, rubber_duck said: One question regarding Self-Esteem... I currently have my own config for it (FatGainPerks and FatLossPerks) - would this new feature conflict in any way with it? The versions of those files shipped with the mod actually include self esteem, yes (you might want to double-check whether your edits are redundant). It's not a conflict, but a somewhat realistic shame spiral. If you're fat then weighing yourself will lower your self esteem a bit (but only once a day to keep it from being too brutal). The lower your self esteem is, the more slowly you burn fat. It's a vicious cycle that you may have to take more extreme measures to break. On the other hand, if you're thin you get a boost to self esteem from weighing yourself, and having a high self esteem burns fat a little faster, so it can become a positive sort of feedback loop as well. To reiterate, the self esteem gain and loss from checking your fitness is intended to reinforce the ongoing impact self esteem has on your metabolism. It can be disabled in MCM easily though if you don't like it. 1
deathmorph Posted March 23, 2023 Posted March 23, 2023 Understood, thanks I set the option during installation. Since I spend a lot of time in the main game and haven't been to NW and FH yet, the lootable food is becoming rarer (also results from Lunar Overhaul Hardcore). I currently loot most of it from wild animals in SKK Combat Stalker and when buying from vendors. The activated option is therefore welcome.
rubber_duck Posted March 23, 2023 Posted March 23, 2023 1 hour ago, vaultbait said: Yes, it's self-upgrading if you load a save that used a previous version, just uninstall the old version in your mod manager and install the new version, then start up the game and play. Same as for the previous releases really. The versions of those files shipped with the mod actually include self esteem, yes (you might want to double-check whether your edits are redundant). It's not a conflict, but a somewhat realistic shame spiral. If you're fat then weighing yourself will lower your self esteem a bit (but only once a day to keep it from being too brutal). The lower your self esteem is, the more slowly you burn fat. It's a vicious cycle that you may have to take more extreme measures to break. On the other hand, if you're thin you get a boost to self esteem from weighing yourself, and having a high self esteem burns fat a little faster, so it can become a positive sort of feedback loop as well. To reiterate, the self esteem gain and loss from checking your fitness is intended to reinforce the ongoing impact self esteem has on your metabolism. It can be disabled in MCM easily though if you don't like it. Yeah, I got it working. One more question regarding the self esteem... Which fat levels are good and which ones are bad? What I mean is, which fat level will increase self esteem and which ones will lower it? Oh, and I've seen that you've added pregnancy - I assume that's hard-coded, correct? Also, the improved Smart Scale is pretty great! However, I ran into some issues with it. Check the spoiler below! Spoiler You've done a great job implementing Smart Scales, but there are some things that I don't understand... The 'main' issue is that you're treating scales as ARMOR items. Why is that? I think It'd make more sense if it was MISC item, as those items (misc) cannot be equipped/unequipped. With that said, here are the two issues (annoyances) I've found: ARMOR item - this is personal preference, but I can't help but think how great it'd be if you could move it to MISC items. It's make more sense and, more importantly, it'd keep things tidy. Equip/unequip Scale treats as using a chem - the biggest issue, in my opinion. Upon equipping the Scale (despite NOT being supposed to), Sex Attributes reported 'This drug numbs your feelings', and the game itself (Survival) made me parched (due to constantly equipping/unequipping) the scale. Other than that, this update is very welcome in my LO! Keep up the great work!
MrFuturehope Posted March 23, 2023 Posted March 23, 2023 I wish there was something like this, but for NPCs, so that we could have fat people too.
vaultbait Posted March 23, 2023 Author Posted March 23, 2023 1 minute ago, rubber_duck said: One more question regarding the self esteem... Which fat levels are good and which ones are bad? What I mean is, which fat level will increase self esteem and which ones will lower it? Oh, and I've seen that you've added pregnancy - I assume that's hard-coded, correct? Quoting from the Woeful Weigh-Ins section of the Features list in the mod description: Quote Normally, results within the bottom third of the range result in a boost to self esteem while results in the higher two thirds will cause a loss (the amount is proportional to how high or low your fat is). Junk food addicts have their perceptions skewed such that results in the bottom two thirds improve self esteem and only the highest third depresses it. So body fat < 0.33 boosts self esteem and > 0.33 lowers it, unless you're addicted to junk food in which case < 0.66 is good and >0.66 is bad. 1 minute ago, rubber_duck said: you're treating scales as ARMOR items. Why is that? I think It'd make more sense if it was MISC item, as those items (misc) cannot be equipped/unequipped. It's specifically because armor can be equipped and unequipped that I picked it. It's the same way the makeup mirror in Hardship and TSEX works. Basically, I needed something capable of triggering a script event when accessed from inventory, and misc items can't be activated from the inventory (or more importantly, by extension, from the favorites menu). Really the only options were to make slotless armor that auto-unwears itself when worn, a weapon that auto-unwields itself when wielded, or a potion that replaces itself when consumed. Weapons create a variety of side effects which makes them not a great choice, chief among those that using it would unequip your normally equipped weapon. Potions are the other popular approach but are slightly more finicky because the auto-replacing means that if something goes wrong it disappears from your inventory for good. I'd have preferred it to be in the misc section too, but then it wouldn't be usable directly from inventory. It's technically possible to make two inventory items, one that's the current armor (so usable directly), another that's misc (not usable directly from inventory). Both could still be entered as furniture when dropped, the problem is that I'd also need to make two nearly identical kinds of furniture so that retrieving it converts it back to the right kind of inventory item. It also means there would be two constructable object entries in the chemistry workbench, two buttons in the MCM to give the different versions of the item to the player, and so on. This duplication, and likely user confusion over why there are two, seemed best avoided since the only argument against the armor approach is one of personal preference rather than utility which doesn't seem to me to outweigh the drawbacks. 1 minute ago, rubber_duck said: Equip/unequip Scale treats as using a chem - the biggest issue, in my opinion. Upon equipping the Scale (despite NOT being supposed to), Sex Attributes reported 'This drug numbs your feelings', and the game itself (Survival) made me parched (due to constantly equipping/unequipping) the scale. Thanks for pointing this out. I think I should be able to fix that. I added an ObjectTypeChem keyword to it when trying to get it to appear in the chemistry workstation, because a few tutorials said it was necessary, but in hindsight I don't think it really was (my problem turned out to be something else unrelated). I didn't clean up the keyword because I didn't notice any side effects, but I didn't realize it has an impact on vanilla "hardcore" survival (I was only testing with AN76 survival). I'll try taking the keyword off and making sure it's still showing up in the chemistry station, then get a 1.6.1 uploaded with that ASAP. 1
vaultbait Posted March 23, 2023 Author Posted March 23, 2023 5 minutes ago, MrFuturehope said: I wish there was something like this, but for NPCs, so that we could have fat people too. I just rely on BodyGen for that. If you happen to use Fusion Girl and BodyTalk3, I posted my BodyGen config recently. If you use other body replacers, similar techniques should still work you'd just need to design the templates you want. NPCs don't really use the eating/drinking mechanics of the game, they sort of "fake" it in various ways, so would be much harder to deal with in the same ways. FO4 isn't a full world simulator unfortunately, and makes a lot of compromises on NPC activity for the sake of performance and simplicity. 1
rubber_duck Posted March 23, 2023 Posted March 23, 2023 43 minutes ago, vaultbait said: Quoting from the Woeful Weigh-Ins section of the Features list in the mod description Damn. Sorry, I should definitely read stuff before asking questions.... Apologies! 44 minutes ago, vaultbait said: It's specifically because armor can be equipped and unequipped that I picked it. It's the same way the makeup mirror in Hardship and TSEX works. Basically, I needed something capable of triggering a script event when accessed from inventory, and misc items can't be activated from the inventory (or more importantly, by extension, from the favorites menu). Really the only options were to make slotless armor that auto-unwears itself when worn, a weapon that auto-unwields itself when wielded, or a potion that replaces itself when consumed. Weapons create a variety of side effects which makes them not a great choice, chief among those that using it would unequip your normally equipped weapon. Potions are the other popular approach but are slightly more finicky because the auto-replacing means that if something goes wrong it disappears from your inventory for good. I'd have preferred it to be in the misc section too, but then it wouldn't be usable directly from inventory. It's technically possible to make two inventory items, one that's the current armor (so usable directly), another that's misc (not usable directly from inventory). Both could still be entered as furniture when dropped, the problem is that I'd also need to make two nearly identical kinds of furniture so that retrieving it converts it back to the right kind of inventory item. It also means there would be two constructable object entries in the chemistry workbench, two buttons in the MCM to give the different versions of the item to the player, and so on. This duplication, and likely user confusion over why there are two, seemed best avoided since the only argument against the armor approach is one of personal preference rather than utility which doesn't seem to me to outweigh the drawbacks. Got it. It's not a massive deal though! It's a minor annoyance and I don't switch outfits that often - I just pointed it out as Smart Scale is similar to Campsite's stuff (sleeping bags, tents, cooking pot, etc.). It'd be nice if all that stuff could be under the same category (MISC), but if it takes a lot of effort just to fix this, don't bother with it. It's fine as-is. 47 minutes ago, vaultbait said: Thanks for pointing this out. I think I should be able to fix that. I added an ObjectTypeChem keyword to it when trying to get it to appear in the chemistry workstation, because a few tutorials said it was necessary, but in hindsight I don't think it really was (my problem turned out to be something else unrelated). I didn't clean up the keyword because I didn't notice any side effects, but I didn't realize it has an impact on vanilla "hardcore" survival (I was only testing with AN76 survival). I'll try taking the keyword off and making sure it's still showing up in the chemistry station, then get a 1.6.1 uploaded with that ASAP. I'll let you know about other issues I encounter, should there be any! Sadly though, I got a job (DevOps, yay!) about a month ago and I don't have as much free time as I'd like to test different mods, you know. I'll mess with UC and FO4 properly during the weekend! Take care and keep up the great work!
MrFuturehope Posted March 23, 2023 Posted March 23, 2023 54 minutes ago, vaultbait said: I just rely on BodyGen for that. If you happen to use Fusion Girl and BodyTalk3, I posted my BodyGen config recently. If you use other body replacers, similar techniques should still work you'd just need to design the templates you want. NPCs don't really use the eating/drinking mechanics of the game, they sort of "fake" it in various ways, so would be much harder to deal with in the same ways. FO4 isn't a full world simulator unfortunately, and makes a lot of compromises on NPC activity for the sake of performance and simplicity. I don't have much skills for modding Fallout 4, but I was just thinking, since there are mods that can simulate sex needs of NPCs, make NPCs have sex with each other and make NPCs pregnant with all the morphing effects and keep track of it, perhaps there could be a mod that could also simulate them wanting to eat too much which would make them fat. Also there are those bicycles you can place once you unlock the Vault workshop technology, maybe settlers that become fat could use those bicycles to fix their morphs again. As a result, your settlements would be filled with people of all weights.
deathmorph Posted March 23, 2023 Posted March 23, 2023 (edited) Maybe it's intentional, maybe not. For me just a cosmetic thing that doesn't quite fit into the picture. The scales. After the weighing comes a status report. This tells me, that I have to be careful not to get fat or something like that. My character is thin in status, hardly any food, so rather emaciated in direction. If the clues are to fit, then I would imagine the north is at fit. To the west, the message could come, "watch out and eat more to stay fit." To the east, on the other hand, the current message would fit. @vaultbait, what do you think about that? edit// How does the scale work in terms of measurement? I weighed before eating (8% fat) and after eating 2 mutant dog steaks (7.5%). Is there a delay in the reading? Edited March 23, 2023 by deathmorph
LinksSword Posted March 23, 2023 Posted March 23, 2023 surprised no one has brought up gassy effects like farting or burping as a possible side effect or consequence.
MrFuturehope Posted March 23, 2023 Posted March 23, 2023 19 minutes ago, LinksSword said: surprised no one has brought up gassy effects like farting or burping as a possible side effect or consequence. And farting should break your stealth approach...
vaultbait Posted March 23, 2023 Author Posted March 23, 2023 42 minutes ago, deathmorph said: Maybe it's intentional, maybe not. For me just a cosmetic thing that doesn't quite fit into the picture. The scales. After the weighing comes a status report. This tells me, that I have to be careful not to get fat or something like that. My character is thin in status, hardly any food, so rather emaciated in direction. If the clues are to fit, then I would imagine the north is at fit. To the west, the message could come, "watch out and eat more to stay fit." To the east, on the other hand, the current message would fit. @vaultbait, what do you think about that? I included this in the Woeful Weigh-Ins documentation from the mod description: Quote The "inspiring" messages printed below your statistics are evidence that the engineers and consulting dieticians at Med-Tek have a warped outlook on eating disorders and weight management. I also originally wrote this flavor text for the item description, but ultimately cut it because it made the entry in the chemistry workbench look really bad/unreadable: Quote The Med-Tek ForEVrFit+ Smart Scale is the premier technological solution for maintaining a healthy body and mind. (Med-Tek Industries is not liable for psychological trauma and obsessive behaviors which may occur when using this device. If you experience unsettling thoughts or a compulsion for self-harm, please call our customer retention hotline for information on our quality line of toiletry and pharmaceutical products.) Maybe I'll add an "instruction manual" for it or something and include or expand on the original text there. But point being, the message is intended to usually skew negative/insulting while also at the same time unhelpfully encouraging you to do unhealthy things. Basically fucking with your mind, the way modern "diet culture" does. There are different messages depending on whether your body fat is in the 0.00-0.33, 0.33-0.66 or 0.66-1.00 range, as well as whether or not you're suffering from a junk food addiction, so 6 different messages in total right now. They roughly correspond to whether you're going to gain or lose Sex Attributes self esteem points (if you've got the Woeful Weigh-Ins feature enabled), though the bonus or penalty from that will only get applied at most once a day. I'd like to add additional "inspiring" comments, maybe with some randomization, but since each variation requires a new template message in the CK, I only made 6 for now. 42 minutes ago, deathmorph said: How does the scale work in terms of measurement? I weighed before eating (8% fat) and after eating 2 mutant dog steaks (7.5%). Is there a delay in the reading? It should always reflect your current body fat at that point in time, so something else probably burned the additional fat. For example, if you drank a Purified Water along with the steaks, that's a fat loss item. You can turn on informational notifications in the Debugging page of the MCM if you want to see exactly what's causing you to gain and lose fat in real time. 1
vaultbait Posted March 23, 2023 Author Posted March 23, 2023 34 minutes ago, LinksSword said: surprised no one has brought up gassy effects like farting or burping as a possible side effect or consequence. Not really kinks of mine, but if someone wants to work on the animations/effects/sound files for it I can probably work that in as an option. 10 minutes ago, MrFuturehope said: And farting should break your stealth approach... The "foodgasms" that randomly occur when satisfying a junk food craving do already alert nearby hostiles, that's the easy part really.
MrFuturehope Posted March 23, 2023 Posted March 23, 2023 5 minutes ago, vaultbait said: The "foodgasms" that randomly occur when satisfying a junk food craving do already alert nearby hostiles, that's the easy part really. Nice touch. This is one of the reasons I love Loverslab mods, the authors pay incredible attention to all those intricate details and really know their thing.
vaultbait Posted March 23, 2023 Author Posted March 23, 2023 1 minute ago, MrFuturehope said: Nice touch. This is one of the reasons I love Loverslab mods, the authors pay incredible attention to all those intricate details and really know their thing. Well, the goal was to add some risk to eating junk food in unsafe places, especially if addicted. The fatter you are, the more likely it is you'll fall to the ground momentarily stunned and alert nearby enemies to your presence. If you're using Sex Attributes then it triggers an actual SA orgasm event with sound effect and blurred vision instead of just printing a notice, and also advances your SA mind health to one step before mind break, leaving you briefly susceptible to gaining perversions if you end up having to surrender to a passing hostile as a result.
LinksSword Posted March 24, 2023 Posted March 24, 2023 11 hours ago, vaultbait said: Not really kinks of mine, but if someone wants to work on the animations/effects/sound files for it I can probably work that in as an option. The "foodgasms" that randomly occur when satisfying a junk food craving do already alert nearby hostiles, that's the easy part really. Devious butt by Skyrimfet had plenty of sounds that could work, Those themselves were from one of those sound effect download sites.
vaultbait Posted March 24, 2023 Author Posted March 24, 2023 1.6.1 (2023-03-24) Removed an unused keyword from the scale which caused thirst in survival Corrected calculation for craving recovery chance (was 60x too likely) Fixed a truncation in percent conversion for craving debug notifications
deathmorph Posted March 24, 2023 Posted March 24, 2023 (edited) Farting would then also be optional, I suppose? I already use cough, a mix would not be optimal, at least in my game. PS: Is it possible to install an additional debug switch? One for +/- for food intake and one for the other +/- (sleep, run, jump, etc)? Edited March 24, 2023 by deathmorph
vaultbait Posted March 24, 2023 Author Posted March 24, 2023 2 hours ago, deathmorph said: Farting would then also be optional, I suppose? I already use cough, a mix would not be optimal, at least in my game. Yeah, if it were to be implemented, it would definitely have a toggle in MCM because I probably wouldn't turn it on myself (and since the MCM defaults are an opinionated choice of the mod author, I'd probably have that disabled by default too). But it's all theoretical anyway, a farting/burping feature is not on my current roadmap, though I'd consider it if there's interest from enough users... no promises. I've already got a lengthy list of things I want to do with the craving lapses and coping mechanisms, I'm hoping to work on those the next time I pick up significant development work on UC. And in the meantime I'm shifting focus to the other, larger mod I need to finish getting into shape for an initial release. I also use cough. The foodgasms as currently implemented are infrequent and situational enough that they don't come anywhere as often as Elzee's Cough triggers in my game. 2 hours ago, deathmorph said: PS: Is it possible to install an additional debug switch? One for +/- for food intake and one for the other +/- (sleep, run, jump, etc)? Running isn't handled as a separate event, but yeah I might be able to split up some of those. The main challenge is that "Display debug notifications when adjusting body fat" hooks the function that does the actual adding and subtraction, so it's hard to split out because it lacks any context for what triggered it (the added text is passed in as a simple string). I suppose I could extend the function with a boolean parameter and then pass in the relevant MCM toggle variable for each particular calling event. Those notifications aren't meant to be left on permanently though, which is why they're in the debugging section of the MCM to begin with, so it's a pretty low priority but I'll stick it on the to do list for some future version. 1
deathmorph Posted March 24, 2023 Posted March 24, 2023 Thank you for the detailed information. Don't do any extra work, I'll just leave the debug on until I've internalized the fat levels from food intake. I therefore withdraw the request.
rubber_duck Posted March 25, 2023 Posted March 25, 2023 After spending a few hours with v1.6.1, I didn't experience any issues whatsoever! I'm still tweaking stuff to find the best values to play with (multipliers), and perhaps someone can assist... I want to make it easy to get fat, but very hard to lose it. So far, I've set master multiplier to 0.1 (default is 1.0), FM to 0 (I believe default was 0.02), and increased fat gain effects/perks from 0.75 to 1.0. Any help is much appreciated, thanks in advance! Oh, and I wanted to ask something else (regarding the scales)... Any chance you could make them buildable settlement object? They work pretty well (that animation is very nice touch, kudos!), but I'm not really sure if dragging a scale on my journeys is worth it (Survival player here; ammo, meds, etc. have weight so I really need all the inventory space I can get). Keep up the great work, love your stuff! Take care!
Krazyone Posted March 25, 2023 Posted March 25, 2023 (edited) 7 minutes ago, rubber_duck said: After spending a few hours with v1.6.1, I didn't experience any issues whatsoever! I'm still tweaking stuff to find the best values to play with (multipliers), and perhaps someone can assist... I want to make it easy to get fat, but very hard to lose it. So far, I've set master multiplier to 0.1 (default is 1.0), FM to 0 (I believe default was 0.02), and increased fat gain effects/perks from 0.75 to 1.0. Any help is much appreciated, thanks in advance! Oh, and I wanted to ask something else (regarding the scales)... Any chance you could make them buildable settlement object? They work pretty well (that animation is very nice touch, kudos!), but I'm not really sure if dragging a scale on my journeys is worth it (Survival player here; ammo, meds, etc. have weight so I really need all the inventory space I can get). Keep up the great work, love your stuff! Take care! Should add the scales to Doctor Areas, such as Diamond City, Bunker Hill, and Covenant. In-Game Hosipitals, such as Medford Memorial Hospital, Med-Tech Research, etc. Unless they are already there... Edited March 25, 2023 by Krazyone
Church the Cat Posted March 25, 2023 Posted March 25, 2023 I recently added this mod to my load order, but I'm only seeing weight changes with exercise and sleep. Diet seems to have no effect on her size, I tested it by giving her no food for five days, just water and sleep. She went from emaciated to morbidly obese. Did I miss an important MCM setting?
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