vaultbait Posted December 30, 2024 Author Posted December 30, 2024 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. 2
vaultbait Posted December 30, 2024 Author Posted December 30, 2024 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?
vaultbait Posted December 30, 2024 Author Posted December 30, 2024 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.
deathmorph Posted December 30, 2024 Posted December 30, 2024 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.
lee3310 Posted December 30, 2024 Posted December 30, 2024 (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 December 30, 2024 by lee3310
Mr. G Posted January 1, 2025 Posted January 1, 2025 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.
vaultbait Posted January 1, 2025 Author Posted January 1, 2025 (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 January 1, 2025 by vaultbait 1
Mr. G Posted January 1, 2025 Posted January 1, 2025 (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 January 1, 2025 by Mr. G
Mr. G Posted January 6, 2025 Posted January 6, 2025 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.
vaultbait Posted January 6, 2025 Author Posted January 6, 2025 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.
CSJ Posted January 27, 2025 Posted January 27, 2025 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
vaultbait Posted January 28, 2025 Author Posted January 28, 2025 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.
CSJ Posted February 2, 2025 Posted February 2, 2025 (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 February 2, 2025 by CSJ
CSJ Posted April 10, 2025 Posted April 10, 2025 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.
deathmorph Posted April 22, 2025 Posted April 22, 2025 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.
Koopstaknicca21 Posted May 10, 2025 Posted May 10, 2025 the unhealthy craving trigger isnt appearing in the helper tool to create the morphs anyone else experienced this
deathmorph Posted May 21, 2025 Posted May 21, 2025 Where can I reduce the likelihood of addiction to fast food? Without negative consequences, it is more like a cheat than a malus.
Swnami Posted June 16, 2025 Posted June 16, 2025 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?
lee3310 Posted June 16, 2025 Posted June 16, 2025 (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 June 16, 2025 by lee3310
Broken Gamer Posted August 25, 2025 Posted August 25, 2025 SUP F4SE isnt compatable with NextGen FO4 so cant use ur mod... R.I.P
Broken Gamer Posted August 26, 2025 Posted August 26, 2025 On 7/2/2025 at 7:10 AM, deathmorph said: Does anyone know if @vaultbait is still active? she is alive in a discord im in 1
fooob Posted September 20, 2025 Posted September 20, 2025 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?
Broken Gamer Posted September 21, 2025 Posted September 21, 2025 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?
Broken Gamer Posted September 21, 2025 Posted September 21, 2025 im waiting for one of the requirments to get updated so this mod is usable
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