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Posted
4 minutes ago, fakeboi79 said:

for some reason, the max and min debug options do not work for me, but the incremental ones do... so not sure what that's about.

 

That suggests there's still something broken. The max/min and incremental increase/decreate all use the same routines... the only difference is whether they set the BodyFat variable to 1.0, 0.0, or add or subtract 0.1 on the current value. It would be odd for some of them to work and others not.

Posted

Silly question, sorry if you've been asked a million times. What mod is the kinky Sugar Bombs box from in your screenshot? :O

Posted
11 hours ago, zoz01 said:

Silly question, sorry if you've been asked a million times. What mod is the kinky Sugar Bombs box from in your screenshot? :O

 

Great question! Unfortunately I'm not sure since I'm combining Splashzone's NSFW Texture Mashup, Misc Roshified Anime Textures, Vault Vixen Visuals, and Sickotik's Ultra Epic Lore Friendly Overhaul (along with other more specialized texture replacers). Could be any of them.

  • 3 weeks later...
Posted

Hello, your mod is awesome!

 

I have tested it before next-gen update, and installed it again on current game build. Everything works fine except from gaining weight from food. My character gains weight after sleeping and loses it due to activities as it is intended. However, eating food has no effect, even the debug pop-up infos don't show up when consuming. Is there anything I can do to fix this? I know that current version of SUP F4SE is not compatible with next-gen version, but Rad Morphing itself works fine.

Posted
9 hours ago, grakoon7 said:

Hello, your mod is awesome!

 

I have tested it before next-gen update, and installed it again on current game build. Everything works fine except from gaining weight from food. My character gains weight after sleeping and loses it due to activities as it is intended. However, eating food has no effect, even the debug pop-up infos don't show up when consuming. Is there anything I can do to fix this? I know that current version of SUP F4SE is not compatible with next-gen version, but Rad Morphing itself works fine.

 

UC relies on SUP F4SE in order to read its data files, which includes the lists of which consumables should cause it to increase your weight.

 

If SUP F4SE doesn't get updated for the new game fairly soon, I'll consider redoing all the data files into RobCo Patcher format instead (it didn't exist when I first made this mod or I would have used it originally).

Posted

Thank you for your help, I fixed the issue by simply downgrading the game. Also, once again thanks a lot for the awesome mod, I hope it will have more interesting features in the future!

  • 1 month later...
Posted (edited)
On 6/14/2024 at 7:41 PM, vaultbait said:

If SUP F4SE doesn't get updated for the new game fairly soon, I'll consider redoing all the data files into RobCo Patcher format instead (it didn't exist when I first made this mod or I would have used it originally).

 

If you update to Robco Patcher, do you plan to expand the addiction with disadvantages?

 

PS: Do you happen to know if the rations that can be produced for AN2 are included in the list of foods? And if so, for "normal" food or fast food? It's possible that I've asked this before, but I don't remember the answer.

 

2024-07-2714_20_02-Fallout4.png.e8a271ecd876aa9b043c9956b828984f.png

 

PPS: When Nora gets hungry, there is a message. When there is fast food nearby, there is a message. For me, it only happens sometimes, because I use your radar. I always let Nora eat whatever is nearby.
If the addiction starts without anything nearby, but with fast food in the inventory, then the symbol appears in the Pipboy, but there is no message. Is there a workaround to also display a message when the addiction starts again? Since automatic eat from the inventory is not yet supported, you could manually eat food from the inventory to satisfy the addiction. What do you think?

Edited by deathmorph
Posted (edited)
11 hours ago, deathmorph said:

If you update to Robco Patcher

 

Just to reset expectations here, when I originally said that I thought RobCo Patcher had updated for the new 1.10.984 "NG" game release, but turns out that is still in progress. Also in the meantime the SUP F4SE maintainer indicated they were working to update it as well and are supposedly very close to being ready. So there's every chance that SUP F4SE will be working with the new game version before RobCo Patcher is anyway, in which case there's not a lot of reason to switch (SUP F4SE is still a dependency of RMR anyway).

 

At this point, the main reason to consider switching (assuming they do both get updated as their maintainers have indicated) would be if I add direct LooksMenu API calls for a "simplified" morph handler that doesn't require RMR. I've been pondering it, and would probably do something similar to Family Planning with an opinionated set of sliders and ranges, or maybe a small amount of adjustable scaling, but still maintain the RMR option for people who want something more customizable.

 

11 hours ago, deathmorph said:

do you plan to expand the addiction with disadvantages?

 

I still plan to do that either way, independent of what backend is used to populate all the formlists.

 

11 hours ago, deathmorph said:

Do you happen to know if the rations that can be produced for AN2 are included in the list of foods? And if so, for "normal" food or fast food?

 

If they have one of the keywords listed in your FoodKeywords.txt file then their fat gain should be proportional to their value and weight (or just to their value if weight is 0). By default the standard ObjectTypeFood keyword is included in that file, which covers basically all normal food in the vanilla game and most mod-added food as well.

 

If you're not sure, you can temporarily turn on debug notifications in MCM and see what fat gain amount is applied when you eat one.

 

11 hours ago, deathmorph said:

When Nora gets hungry, there is a message. When there is fast food nearby, there is a message. For me, it only happens sometimes, because I use your radar. I always let Nora eat whatever is nearby.
If the addiction starts without anything nearby, but with fast food in the inventory, then the symbol appears in the Pipboy, but there is no message. Is there a workaround to also display a message when the addiction starts again? Since automatic eat from the inventory is not yet supported, you could manually eat food from the inventory to satisfy the addiction. What do you think?

 

This is already in my to do list for the next version: "Emit a notification whenever junk food cravings set in." That should take care of you, I think.

 

But also, I plan for the mod to unconsciously or uncontrollably consume junk food from your inventory at times if you ignore your craving for too long.

Edited by vaultbait
Posted
19 minutes ago, vaultbait said:

... But also, I plan for the mod to unconsciously or uncontrollably consume junk food from your inventory at times if you ignore your craving for too long.

 

Okay, I don't understand much about it, but I'm happy if it works :)
Will it still work on OldGen after the changeover?

 

20 minutes ago, vaultbait said:

... I still plan to do that either way, independent of what backend is used to populate all the formlists.

 

Wonderful, thanks.

 

20 minutes ago, vaultbait said:

... If you're not sure, you can temporarily turn on debug notifications in MCM and see what fat gain amount is applied when you eat one.

 

Good thought, I'll test it out soon.

 

20 minutes ago, vaultbait said:

... This is already in my to do list for the next version: "Emit a notification whenever junk food cravings set in." That should take care of you, I think.

But also, I plan for the mod to unconsciously or uncontrollably consume junk food from your inventory at times if you ignore your craving for too long.

 

The mod leaves nothing to be desired.

 

I'm playing with the basic settings with two changes. Firstly, I've set the metabolism to the lowest value and secondly, I've doubled the fat gain from fast food. I'm coping well with that and the transitions from thin to fit or from fat to fit don't happen too quickly. If you eat meat, you'll keep your shape more or less, if you eat fast food, you'll gain weight and if you eat vegetables, you'll lose weight. Uncontrolled removal from the inventory fits in perfectly with that.

Posted
6 minutes ago, deathmorph said:

Will it still work on OldGen after the changeover?

 

It should. There's nothing specifically in this mod that requires or will require a specific version of the game. But I'll eventually upgrade my copy of the game and Creation Kit, and won't be testing with the old game version any longer, so I can't make any guarantees that it will work with the old version of the game forever. If there are simple steps I can add to my release process in order to maintain backward compatibility for a while, I'll be happy to do that of course.

Posted
1 hour ago, vaultbait said:

... If there are simple steps I can add to my release process in order to maintain backward compatibility for a while, I'll be happy to do that of course.

 

That looks good.
Most of the things here will probably run on nextGen, so I'll risk an update at some point.

Posted

Hey there!

 

I installed a few new mods for a new fresh playthrough (I'm still running old gen FO4, never bothered to update), and was wondering - is it possible to make UC support dodges?

 

I installed the following (tacticool) mods:

First Person Dodge - Actor Velocity Framework

Simple Dodges - Sidestep Dodges and Dodge Rolls

Simple Dodges Addon F4SE - iframes - AP cost - etc -> this is basically additional features for Simple Dodges

 

The thing is, those 3 mods combined allow me to dodge incoming damage both in 1st and 3rd person. Because these 3 mods are very intensive in terms of physical activity (especially Simple Dodges, as that one is for 3rd person), how difficult would it be to add actions from those 3 mods affect player weight?

 

Simple Dodges (yet again) play such a cool animation in 3rd person - the character makes a small jump and then rolls into the specific direction in order to dodge the attack. Would it be possible to make it so it treats that action (as well as First Person Dodge's dodge) as another form of jump?

 

It's very minor detail, and if I can do it myself by creating a patch plugin and/or editing some files - I'd be happy to, but I can't write nor compile Papyrus (I don't even have CK installed).

 

Any help/info is much appreciated. Thanks in advance and keep up the great work!

Posted
4 hours ago, rubber_duck said:

Hey there!

 

I installed a few new mods for a new fresh playthrough (I'm still running old gen FO4, never bothered to update), and was wondering - is it possible to make UC support dodges?

 

I installed the following (tacticool) mods:

First Person Dodge - Actor Velocity Framework

Simple Dodges - Sidestep Dodges and Dodge Rolls

Simple Dodges Addon F4SE - iframes - AP cost - etc -> this is basically additional features for Simple Dodges

 

The thing is, those 3 mods combined allow me to dodge incoming damage both in 1st and 3rd person. Because these 3 mods are very intensive in terms of physical activity (especially Simple Dodges, as that one is for 3rd person), how difficult would it be to add actions from those 3 mods affect player weight?

 

Simple Dodges (yet again) play such a cool animation in 3rd person - the character makes a small jump and then rolls into the specific direction in order to dodge the attack. Would it be possible to make it so it treats that action (as well as First Person Dodge's dodge) as another form of jump?

 

It's very minor detail, and if I can do it myself by creating a patch plugin and/or editing some files - I'd be happy to, but I can't write nor compile Papyrus (I don't even have CK installed).

 

Any help/info is much appreciated. Thanks in advance and keep up the great work!

 

It would probably require some scripting. The existing detection of jumping, for example, catches animation change events in a script and then burns a tiny amount of fat each time (with some rate limiting in there in case you spam the jump button too rapidly in a short span of time). Making something like that pluggable isn't going to be easy either since the mod would need to know what specific mod animation events to listen for.

Posted
13 hours ago, vaultbait said:

 

It would probably require some scripting. The existing detection of jumping, for example, catches animation change events in a script and then burns a tiny amount of fat each time (with some rate limiting in there in case you spam the jump button too rapidly in a short span of time). Making something like that pluggable isn't going to be easy either since the mod would need to know what specific mod animation events to listen for.

 

Would it be possible to add support for a new .txt file with animation change events then? Like how you did it with perks, items, effects, etc.? Upon closer inspection of plugins, they all have animations mentioned, as well as magic effects.

 

Hmm... Actually, I'll just increase the amount of fat burn per jump to compensate. It's harder to implement it than I thought, which is a shame. I don't think it'd be worth the hassle, to be honest. Sorry, but I had to check.

 

In any case, keep up the great work and take care! Really appreciate the quick reply!

  • 2 weeks later...
Posted

I got a notification saying that Unhealthy Craving couldn't find SUP F4SE. Sorry for being dumb, I'm new to modding. Perhaps is it because I'm running the game with the next gen update? 

Posted
5 hours ago, Meh404 said:

I got a notification saying that Unhealthy Craving couldn't find SUP F4SE. Sorry for being dumb, I'm new to modding. Perhaps is it because I'm running the game with the next gen update? 

 

You are correct. SUP F4SE has not yet been updated to work with Fallout 4 1.10.984 and F4SE 0.7.2 (the author has indicated that it is in progress but given no clear timeframe to make it available). You'll need to downgrade to FO4 1.10.163 and F4SE 0.6.23 along with LooksMenu 1.6.18 (or 1.6.20) to use this mod for now. Once SUP F4SE gets updated, the current version of UC should work with latest Fallout 4, but not until then.

Posted

Hey, this mod seems right up my alley, I just don't have the DLCs that are required... is there any chance that there will be a version that doesn't need DLCs to work? Or is there perhaps a workaround that I don't know of?

Posted (edited)
On 8/16/2024 at 10:20 PM, nebula47 said:

The mod doesn't seem to be detecting the new SUP, and my character isn't changing when she gains weight.

 

What "new SUP" are you referring to? This mod relies on SUP F4SE, the latest version of which doesn't work with the newest Fallout 4, so you need "pre-NG" versions of the game and its dependencies for now: Fallout 4 1.10.163, F4SE 0.6.23, LooksMenu 1.6.18 (or 1.6.20).

Edited by vaultbait
Posted
On 8/18/2024 at 1:47 PM, kewtnewt said:

Hey, this mod seems right up my alley, I just don't have the DLCs that are required... is there any chance that there will be a version that doesn't need DLCs to work? Or is there perhaps a workaround that I don't know of?

 

This mod relies on Rad Morphing Redux which in turn requires the DLCs because of some of its other features. I'm planning to look into making RMR optional and incorporating a more integration directly with LooksMenu's API instead, but at the moment my time is still mostly focused on Milking Human Kindness so I'm not sure when I'll get to it.

 

Note that many mods these days assume everyone has all the DLCs, so if you can get your hands on a "season pass" version of the game you'll have a lot more options for which mods you can play with (also the features and locations from the DLCs are all pretty cool on their own).

  • 2 months later...
Posted

This is a super mod which I feel really adds to the immersion of FO4. But, I was eventually forced to upgrade to NG and now I can't use it :( . Any updates on the update ? Great work.

  • 1 month later...
Posted (edited)
On 8/20/2024 at 2:22 AM, vaultbait said:

This mod ...

 

Because your last post here was almost 4 months ago: is there any information about further work on the mod, especially for negative characteristics when ignoring food addiction?

 

PS: PS: I would like to reduce the base metabolic rate by half. However, I am already playing with the lowest value of 0.0001. Is there a possibility that an additional decimal place will be added after the comma in an update?

Edited by deathmorph
  • 2 weeks later...
Posted

Really want to give this mod a try and have fun with it, right up my ally and what I'm looking for. However, I know the issue with SUP is what's holding it back.

Have you tried connecting it to the mod "Dynamic Weight System" https://www.nexusmods.com/fallout4/mods/47616/?tab=files ? I like the idea of perks and such that go along with this and I want to try it out.

Even if I don't, thanks for the work and keep it up!

  • 2 weeks later...
Posted

Hi all! Sorry I've been away for a few months.

 

I know reality is overrated and all, but it still managed to intrude on my leisure time substantially, leaving me with insufficient bandwidth to remain active here for the past four months. The time wasn't wasted though, I've at least found the opportunity to test out the NG game version with a bunch of mods (not this one of course since SUP F4SE still isn't updated so I've been thinking about ways to make it and RMR optional going forward instead), and have been doing my playtesting exclusively on Linux with Steam Proton for a while now, slowly getting back up to speed to be able to make progress on the mods I personally maintain.

 

I'll try to follow up with separate replies to any comments that need my attention, thanks for your continued patience!

Posted
On 10/31/2024 at 9:29 AM, zaphod said:

This is a super mod which I feel really adds to the immersion of FO4. But, I was eventually forced to upgrade to NG and now I can't use it :( . Any updates on the update ? Great work.

 

Unless tominfinite updates SUP F4SE "real soon now" (in the Discord channel he made it sound like it would happen back around June), I'm planning to make RMR optional with the default being some pre-defined slider choices/values for popular bodies similar to what Family Planning does, and switch to a different library for reading the various formlist data files.

 

No promises, no ETA, but this is one of the first things I plan to work on once I get caught back up from recent events.

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