Jump to content

Recommended Posts

Posted
On 12/8/2024 at 4:27 PM, deathmorph said:

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?

 

Once I figure out a workable solution for FO4 NG, that's still the next content step for this mod, yes.

Posted
On 12/8/2024 at 4:27 PM, deathmorph said:

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?

 

 Oops, sorry, I submitted my reply early when I meant to answer this as well. I've made a note to look into adjusting that for the next version.

 

Until I get a chance to refresh my memory on how that's implemented I don't have any good suggestions, to do it directly you'd probably need to use the console to poke the value you want into the right quest property float, though you could just try changing the increment/granularity for the slider in the MCM config and see if that works?

Posted
On 12/21/2024 at 2:34 AM, Mr. G said:

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.

 

Yes, sorry, I wish that wasn't the case, but with the formlist reader in UC depending on SUP F4SE and also UC designed as an RMR trigger where RMR itself depends on SUP F4SE, dropping that dependency is going to require a good chunk of time to re-engineer the mod's overall design.

 

On 12/21/2024 at 2:34 AM, Mr. G said:

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.

 

Sort of. @lee3310 pointed out that manipulating the weight triangle helps with neck thickness since it's part of the head mesh and therefore disconnected from LooksMenu's morphing capabilities, so I was planning to add an option to scale the triangle values in tandem with everything else as fat increases and decreases. Doing that also takes my "make RMR optional" plan a step further by actually making LooksMenu body morphs optional for people who just want to have the triangle determine body shape.

Posted
19 minutes ago, vaultbait said:

 Oops ... works?

 

I think the adjustment is no longer necessary for me at least. I have discovered a mod that fits in well and at least regulates eating and drinking, except for alcohol.
So that you don't have to do any extra work for yourself.
So far I haven't noticed any problems with the interaction with your mod.

Posted (edited)
2 hours ago, vaultbait said:

 

Yes, sorry, I wish that wasn't the case, but with the formlist reader in UC depending on SUP F4SE and also UC designed as an RMR trigger where RMR itself depends on SUP F4SE, dropping that dependency is going to require a good chunk of time to re-engineer the mod's overall design.

 

 

Sort of. @lee3310 pointed out that manipulating the weight triangle helps with neck thickness since it's part of the head mesh and therefore disconnected from LooksMenu's morphing capabilities, so I was planning to add an option to scale the triangle values in tandem with everything else as fat increases and decreases. Doing that also takes my "make RMR optional" plan a step further by actually making LooksMenu body morphs optional for people who just want to have the triangle determine body shape.

 

Welcome back, glad you are ok. I was worried that something bad happened tbh, 😌. About the looksmenu morphs, i made a function that uses simple math and tested it for a long time (early this year). It showed good results (not clipping/lagging or any adverse effects). 
 

Function ModBodyMorph(Float Modifier)
	ActorBase PlayerBase = Player.GetActorBase()
	 
	ActorBase:BodyWeight bodyWeight = PlayerBase.GetBodyWeight()
	
	If (Modifier > 0 && bodyWeight.Large >= 1.0) || (Modifier < 0 && bodyWeight.Thin >= 1.0)
		return
	EndIf 
	
	ActorBase:BodyWeight NewbodyWeight = new ActorBase:BodyWeight
	
	If bodyWeight.Thin > 0.330000 && bodyWeight.Large > 0.330000 && bodyWeight.Muscular < 0.34 ;Gain muscle if balanced diet and exercise
		Float MuscleGain = Modifier/2
		If Modifier > 0
			NewbodyWeight.Large = bodyWeight.Large + MuscleGain
			NewbodyWeight.Muscular = bodyWeight.Muscular + MuscleGain
			NewbodyWeight.Thin = bodyWeight.Thin - Modifier
		Else
			NewbodyWeight.Large = bodyWeight.Large + Modifier
			NewbodyWeight.Muscular = bodyWeight.Muscular - MuscleGain
			NewbodyWeight.Thin = bodyWeight.Thin - MuscleGain
		EndIf
	Else
		NewbodyWeight.Thin = bodyWeight.Thin - Modifier
		NewbodyWeight.Large = bodyWeight.Large + Modifier
		NewbodyWeight.Muscular = bodyWeight.Muscular
	EndIf
	
	If NewbodyWeight.Thin < 0 		;loss of muscle mass due to obesity
		NewbodyWeight.Muscular += NewbodyWeight.Thin
		NewbodyWeight.Thin = 0.0;00000
	ElseIf NewbodyWeight.Large < 0 	;loss of muscle mass due to malnutrition 
		NewbodyWeight.Muscular += NewbodyWeight.Large
		NewbodyWeight.Large = 0.0;00000
	EndIf
	
	If NewbodyWeight.Muscular < 0
		If NewbodyWeight.Thin < NewbodyWeight.Large ; thin at 0 and Large > 1
			NewbodyWeight.Large = 1.0;00000
		Else                                       	; Large at 0 and Thin > 1
			NewbodyWeight.Thin = 1.0;00000
		EndIf
		NewbodyWeight.Muscular = 0.0;00000
	EndIf
	
	PlayerBase.SetBodyWeight(NewbodyWeight)
	Player.QueueUpdate(flags = 0xC)
	Debug.TraceSelf(Self, "ModBodyMorph", "Thin:= "+NewbodyWeight.Thin+" | Large:= "+NewbodyWeight.Large+" | Muscular:= "+NewbodyWeight.Muscular)
EndFunction

 

I just call it inside ModBodyFat(Float Modifier) and the end like this:
 

ModBodyMorph(Modifier)
UpdateInputLayer()
ModBodyFatLocked = False
Return NewBodyFat
EndFunction

It uses the same modifier float value as yours. You can use it as is or modify it to your liking...👍.

 

Edited by lee3310
Posted
On 12/30/2024 at 3:48 PM, vaultbait said:

 

Yes, sorry, I wish that wasn't the case, but with the formlist reader in UC depending on SUP F4SE and also UC designed as an RMR trigger where RMR itself depends on SUP F4SE, dropping that dependency is going to require a good chunk of time to re-engineer the mod's overall design.

 

 

Sort of. @lee3310 pointed out that manipulating the weight triangle helps with neck thickness since it's part of the head mesh and therefore disconnected from LooksMenu's morphing capabilities, so I was planning to add an option to scale the triangle values in tandem with everything else as fat increases and decreases. Doing that also takes my "make RMR optional" plan a step further by actually making LooksMenu body morphs optional for people who just want to have the triangle determine body shape.


Face morphs would be awesome!

This is probably an RMR limitation, but I wish there was a way to tell the system only to morph certain characters a certain way. That is to say, not just Player v Companions....but like Cait vs Piper. So something like:

Unhealthy Cravings registers
Player morphs via "A setting"
Piper morphs via "B setting"
Cait morphs via "C setting"

but I'm sure that's would be a nightmare.

Posted (edited)
10 hours ago, Mr. G said:


Face morphs would be awesome!

This is probably an RMR limitation, but I wish there was a way to tell the system only to morph certain characters a certain way. That is to say, not just Player v Companions....but like Cait vs Piper. So something like:

Unhealthy Cravings registers
Player morphs via "A setting"
Piper morphs via "B setting"
Cait morphs via "C setting"

but I'm sure that's would be a nightmare.

 

Yes, that would need addressing in RMR, and I've generally considered NPCs out of scope for this mod because they're missing a lot of the values and events associated with the player character that UC relies on. The direction for this mod is less about visual changes (though they do help bring some semblance of added immersion), and more about the psychological/emotional aspects as well as impact to gameplay mechanics.

 

A separate mod to try and provide some realistic morph changes over time to unique NPCs and followers/settlers would be cool, but it would really need a wholly different underlying design: maybe Piper has binge eating disorder and steals food left lying around eating in secret, or you have a settlement with an excess of food production and the settlers are putting on a few pounds so you need to build them some exercise equipment...

Edited by vaultbait
Posted (edited)
1 hour ago, vaultbait said:

 

Yes, that would need addressing in RMR, and I've generally considered NPCs out of scope for this mod because they're missing a lot of the values and events associated with the player character that UC relies on. The direction for this mod is less about visual changes (though they do help bring some semblance of added immersion), and more about the psychological/emotional aspects as well as impact to gameplay mechanics.

 

A separate mod to try and provide some realistic morph changes over time to unique NPCs and followers/settlers would be cool, but it would really need a wholly different underlying design: maybe Piper has binge eating disorder and steals food left lying around eating in secret, or you have a settlement with an excess of food production and the settlers are putting on a few pounds so you need to build them some exercise equipment...


Yeah, U can see how that would be an issue. I'm barely just scratching the surface and am reminded of how much I hated coding, ha.

I enjoy this mod greatly, and I'm glad I found it. Keep up the good work!

Edited by Mr. G
Posted

Hey, sorry for bombarding this forum with questions/comments.

How does Cravings and Desperation work? I got addicted and I can see the Days Abstained going up, but the Cravings and Desperation counter is not moving any.

Posted
5 hours ago, Mr. G said:

Hey, sorry for bombarding this forum with questions/comments.

How does Cravings and Desperation work? I got addicted and I can see the Days Abstained going up, but the Cravings and Desperation counter is not moving any.

 

As you abstain from consuming junk food items, your craving should increase until it reaches 1.0, after which point desperation should begin increasing. At the moment, nothing makes use of these values (they'll raise the chances of certain undesirable behaviors and debuffs in future versions of the mod), but they should still get reset to 0.0 if you consume a junk food item, or cease to be displayed if you abstain for long enough that you're no longer addicted.

  • 3 weeks later...
Posted
On 1/2/2025 at 2:18 AM, vaultbait said:

A separate mod to try and provide some realistic morph changes over time to unique NPCs and followers/settlers would be cool, but it would really need a wholly different underlying design: maybe Piper has binge eating disorder and steals food left lying around eating in secret, or you have a settlement with an excess of food production and the settlers are putting on a few pounds so you need to build them some exercise equipment...

That sounds more like a Sim Settlements 2 addon module to me, lol

Posted
On 1/27/2025 at 10:52 AM, CSJ said:

That sounds more like a Sim Settlements 2 addon module to me, lol

 

Yes, I think one thing users tend to forget is that Fallout 4 isn't a simulation engine. A bunch of the stuff that happens in UC is possible because of the first-person nature of the game engine and the additional detailed subsystems and events which affect the player character differently. NPCs are somewhat of a hollow shell without a lot of the internal features the player character has, so mods that attempt to do similar things to the player character and non-player characters often need to do those in entirely separate ways, when they can at all that is.

Posted (edited)
On 1/29/2025 at 2:48 AM, vaultbait said:

 

Yes, I think one thing users tend to forget is that Fallout 4 isn't a simulation engine. A bunch of the stuff that happens in UC is possible because of the first-person nature of the game engine and the additional detailed subsystems and events which affect the player character differently. NPCs are somewhat of a hollow shell without a lot of the internal features the player character has, so mods that attempt to do similar things to the player character and non-player characters often need to do those in entirely separate ways, when they can at all that is.

I don't think it's an entirely bad idea (SS2 does provide a platform for settlement-based modifiers and the thought of how building a food factory inside Vault 88 or otherwise using it to experiment with food tech might alter the Wasteland did cross my mind), but it would be Unwise to pursue that without a team of some sort, especially given how difficult it is to simply get an existing mod to work with the latest patch.

Eventually, there's a point where I stop thinking 'what if I could turn FO4 into a proper management sim with WG themes' and think 'this would make more sense as a spiritual successor to Fallout Shelter/SimTower'.

Edited by CSJ
  • 2 months later...
Posted
On 12/31/2024 at 8:48 AM, vaultbait said:

Sort of. @lee3310 pointed out that manipulating the weight triangle helps with neck thickness since it's part of the head mesh and therefore disconnected from LooksMenu's morphing capabilities, so I was planning to add an option to scale the triangle values in tandem with everything else as fat increases and decreases. Doing that also takes my "make RMR optional" plan a step further by actually making LooksMenu body morphs optional for people who just want to have the triangle determine body shape.

Honestly, I think it might be worth taking things that direction, if you haven't started already. No signs of 'Sup' being updated, nor anyone taking up the mantle.
My hope from Day 1 playing vanilla and seeing the weight triangle was that bodymorphs would allow you to alter the max slider values for max skinny, max buff, and max fat. The more the existing game parameters are used rather than custom sliders, the easier it is for physics mods to reflect the extra... softness.

  • 2 weeks later...
Posted
On 1/6/2025 at 10:35 PM, vaultbait said:

(they'll raise the chances of certain undesirable behaviors and debuffs in future versions of the mod

 

Is something of it in sight in the near future? Maybe as a patch? I know you are waiting for something, some upgrade ... but it would be a shame if this great mod is not being developed here.

  • 3 weeks later...
  • 2 weeks later...
  • 4 weeks later...
Posted

Hi, I downloaded UC yesterday and ever since then the mod has given me the message "Unhealthy Craving cannot detect SUP F4SE, please check your installation", Does anybody know any fixes?

Posted (edited)
6 hours ago, Swnami said:

"Unhealthy Craving cannot detect SUP F4SE, please check your installation"

The msg is very clear. You have a hard requirement mod missing: "SUP F4SE". Just know that it's only compatible with fallout 4 old gen AFAIK, so you will have to downgrade if using NG version. 

Edited by lee3310
  • 2 weeks later...
  • 1 month later...
  • 4 weeks later...
Posted
On 8/26/2025 at 2:18 AM, Broken Gamer said:

she is  alive in a discord im in

 

can you ask her if the RMR version of UC is coming out soon?

Posted
23 hours ago, fooob said:

can you ask her if the RMR version of UC is coming out soon?

no she went MIA.. said she was going to work on her mods and hasn't been online since... message her on here maybe?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...