DaedalusEx Posted April 15 Posted April 15 I asked this in the Rad Morphing Redux forum, but I figured it would be worthwhile to ask here as well. I am having a serious issue with the bodymorphs from this mod not showing up on my character. I am running 1.10.163 with the Storywealth addon, along with AAF and it's requirements and Zaz Extended Skeleton. I've followed all the instructions to the best of my ability. No matter what I do, I can't get the morphs to apply. I fully admit that I am not the best at modding, but I don't know what I'm doing wrong here, if anything. I really love the look of Unhealthy Craving, and I'm really hoping I can get to experience it, I'm just really lost right now.
vaultbait Posted April 15 Author Posted April 15 14 hours ago, DaedalusEx said: I asked this in the Rad Morphing Redux forum, but I figured it would be worthwhile to ask here as well. I am having a serious issue with the bodymorphs from this mod not showing up on my character. I am running 1.10.163 with the Storywealth addon, along with AAF and it's requirements and Zaz Extended Skeleton. I've followed all the instructions to the best of my ability. No matter what I do, I can't get the morphs to apply. I fully admit that I am not the best at modding, but I don't know what I'm doing wrong here, if anything. I really love the look of Unhealthy Craving, and I'm really hoping I can get to experience it, I'm just really lost right now. There are a few reasons this might happen. For starters, try the settings in the example screenshots. There are no other mods (as far as I'm aware) that drive FG's BodyFat slider by default. The Debug menu for UC in MCM has an option to increase the player character's fat level, so give that a few clicks and see if you notice a change in body shape. I've also seen RMR fail to register plugins initially, particularly if your save is bogged down by other script-heavy mods. Try to disable RMR in MCM, then save, then load that save and wait a few minutes, enable RMR in MCM again and wait a few more minutes, save from there and then load that save for further testing. I'm still getting ramped back up on my mod development workflow, but am planning to make an option in the next UC release to not use RMR at all and rely on built-in LooksMenu/BodyGen slider morph calls, which should hopefully make this a lot easier for anyone who doesn't want the added complication of getting RMR and its dependencies to work on newer versions of FO4.
DaedalusEx Posted April 16 Posted April 16 7 hours ago, vaultbait said: There are a few reasons this might happen. For starters, try the settings in the example screenshots. There are no other mods (as far as I'm aware) that drive FG's BodyFat slider by default. The Debug menu for UC in MCM has an option to increase the player character's fat level, so give that a few clicks and see if you notice a change in body shape. I've also seen RMR fail to register plugins initially, particularly if your save is bogged down by other script-heavy mods. Try to disable RMR in MCM, then save, then load that save and wait a few minutes, enable RMR in MCM again and wait a few more minutes, save from there and then load that save for further testing. I'm still getting ramped back up on my mod development workflow, but am planning to make an option in the next UC release to not use RMR at all and rely on built-in LooksMenu/BodyGen slider morph calls, which should hopefully make this a lot easier for anyone who doesn't want the added complication of getting RMR and its dependencies to work on newer versions of FO4. The good news is I found the issue. I wasn't using the correct tags, since I use CBBE instead of FG (I should have realized, but the only times I've had each night to look at this have been when I was sleep deprived). The bad news is that CBBE's sliders are way more complicated than I was expecting. Unfortunately the challenge of getting slider setups to work with CBBE without it looking utterly deformed is beyond my capabilities for tonight at least. I'll take a deep dive in a few days, but for the time being I at least figured out my most pressing issue.
ctop Posted April 19 Posted April 19 Good time of the day. Mod seems to be working so far, BUT... The effects of the perks like Thin or Fit appear in tablet, but doesn't reflect on SPECIALs at all. What would be a problem?
vaultbait Posted April 20 Author Posted April 20 4 hours ago, ctop said: Good time of the day. Mod seems to be working so far, BUT... The effects of the perks like Thin or Fit appear in tablet, but doesn't reflect on SPECIALs at all. What would be a problem? The penalties and bonuses are effects tied to those perks in the CK, so I can't imagine a way for them to not be applied. You can disable those perks (and hence the effects) with the "Body fat bonuses and penalties" toggle in MCM, so check that you haven't turned that off accidentally or something, but I think you wouldn't see the perks listed if that were unset.
deathmorph Posted May 9 Posted May 9 On 4/15/2026 at 7:42 PM, vaultbait said: I'm still getting ramped back up on my mod development workflow, but am planning to make an option in the next UC release ... It's great to read that you're continuing to develop the mod. I can't imagine Fallout without this anymore.
Sacronoth Posted May 10 Posted May 10 Neat mod! For some rason, I had a thought a while back that the player body could/should evolve over time in the wasteland (mainly I was thinking of becoming more athletic - the FG preset, but was thinking of gradually losing fat too).. Lucky for me, it turns out that UC can do the body fat part way better than I'd even though of. Mainly, I was wondering how people eat in FO4? I noticed while running UC that eating junk food never kicked of an addiction, and it looks liek the reason for me is that I eat directly out of the pipboy menu. The UC scripts apparently block the check for addiction if you eat this way ("IsBusy()" is true in this case and that check is skipped). If I assign food to a favourite and eat it that way (from the outside the menu), its all fine. Another way that can trigger addiction in my game was MCG (the relax-food mechanic there uses noodle cups). I patched MCG a lot as there are somerough edges, but its still using noodle cups
vaultbait Posted May 14 Author Posted May 14 On 5/10/2026 at 7:06 PM, Sacronoth said: Mainly, I was wondering how people eat in FO4? I noticed while running UC that eating junk food never kicked of an addiction, and it looks liek the reason for me is that I eat directly out of the pipboy menu. The UC scripts apparently block the check for addiction if you eat this way ("IsBusy()" is true in this case and that check is skipped). If I assign food to a favourite and eat it that way (from the outside the menu), its all fine. Oh! This seems like a bug, I'll double-check and get a fix in for the next version. Thanks for pointing it out, I'm surprised it hasn't come up yet in all this time... And the reason I don't notice this is, indeed, because I use another mod (Hydrate and Eat Conveniently) that includes utility items you can favorite for consuming food and beverages, as well as actions for eating and drinking directly from "the floor" (items in the worldspace instead of your inventory).
Sacronoth Posted May 22 Posted May 22 Thanks for the tip, will make a note (and/or probably forget 😃) to give it a try on a new playthrough. The issue doesn't affect the gameplay much, all the main features still work, so its understandable it might not get noticed. I added UC into a fresh game, its working really well and adds a bit more depth (I'm pretty cautious, I usually drop an interesting looking mod into a playthrough I've finished with to see what it does before running a whole game with it). (further rambling) I setup the sliders in this game so that "fit" is a neutral setting - ie, the body looks like it does without the mod. It took a bit of doing, but I eventually followed LenAndersons advice from this thread, Also override the perks so that a "fit" bodyweight doesn't add any effects (its an obsession of mine that a nominal state - "fit" weight in this case - shouldn't add effects, while being thinner or fatter do). I did think about trying to add an "initial weight" setting so I could start the game as "fit", but quickly decided that using the debug MCM options is the easier way
vaultbait Posted May 23 Author Posted May 23 19 hours ago, Sacronoth said: Also override the perks so that a "fit" bodyweight doesn't add any effects (its an obsession of mine that a nominal state - "fit" weight in this case - shouldn't add effects, while being thinner or fatter do). I'll leave myself a note to look at maybe making this a configurable option in the future. For me, the way it is now gives you a "reward" for eating regularly without overindulging, similar to how Get Dirty gives you a bonus if you bathe regularly, Advanced Needs 76 gives you a bonus for brushing your teeth, and so on. 19 hours ago, Sacronoth said: I did think about trying to add an "initial weight" setting so I could start the game as "fit", but quickly decided that using the debug MCM options is the easier way I've had a few requests for this and am on the fence about whether to change the initial state. My head canon reason for starting emaciated is that Nora has been in suspended animation for two centuries (far longer than Vault-Tec plannedd), and a side effect is that she's effectively starving and suffering muscle atrophy. Maybe I'll add a messagebox to that effect, or perhaps I could make the initial fat level conditional on whether the mod is activated before exiting Vault 111 even?
Franco Cozzo Posted May 23 Posted May 23 (edited) 6 minutes ago, vaultbait said: I'll leave myself a note to look at maybe making this a configurable option in the future. For me, the way it is now gives you a "reward" for eating regularly without overindulging, similar to how Get Dirty gives you a bonus if you bathe regularly, Advanced Needs 76 gives you a bonus for brushing your teeth, and so on. I've had a few requests for this and am on the fence about whether to change the initial state. My head canon reason for starting emaciated is that Nora has been in suspended animation for two centuries (far longer than Vault-Tec plannedd), and a side effect is that she's effectively starving and suffering muscle atrophy. Maybe I'll add a messagebox to that effect, or perhaps I could make the initial fat level conditional on whether the mod is activated before exiting Vault 111 even? You could to try do similar to how Sex Attributes does it at the beginning so the player just chooses a state to begin at? (just an idea, not a request) Edited May 23 by Franco Cozzo
Sacronoth Posted May 24 Posted May 24 20 hours ago, vaultbait said: I'll leave myself a note to look at maybe making this a configurable option in the future. For me, the way it is now gives you a "reward" for eating regularly without overindulging, similar to how Get Dirty gives you a bonus if you bathe regularly, Advanced Needs 76 gives you a bonus for brushing your teeth, and so on. Yeah, that makes perfect sense. I'm ultimately trying to avoid a character piling of loads of buffs, especially early on (later on the player will have many, many perks anyway and might not even notice +/- 2 here and there). I didn't particularly change the high weight perks other than to soften the transiition between ranks, in particular from my now very stingy "fit-with-no-buffs" rank. Emaciated kept severe debuffs and I let "thin" trade +ve CHA for -ve physical stats, although that might be more reflective of 2000's culture than mid 1900's Quote I've had a few requests for this and am on the fence about whether to change the initial state. My head canon reason for starting emaciated is that Nora has been in suspended animation for two centuries (far longer than Vault-Tec plannedd), and a side effect is that she's effectively starving and suffering muscle atrophy. Maybe I'll add a messagebox to that effect, or perhaps I could make the initial fat level conditional on whether the mod is activated before exiting Vault 111 even? Hmm, thats an interesting angle, I might try starting emaciated next time. I have to admit, I never really considered whether cryo is totally frozen or there might be some very slight residual metabolism (especially with the vault-tec all-possible-corners-cut implementation of it).
vaultbait Posted May 24 Author Posted May 24 2 hours ago, Sacronoth said: Hmm, thats an interesting angle, I might try starting emaciated next time. I have to admit, I never really considered whether cryo is totally frozen or there might be some very slight residual metabolism (especially with the vault-tec all-possible-corners-cut implementation of it). Well, to be perfectly clear, that's more like me retconning an explanation. The original reason the mod started you at emaciated is that I use a numeric global to represent body fat, and the CK's default initial value for those is 0.00. I could have made it initialize to some other value, but no matter what value I chose it would have come with some sort of assumption, so 0 was as good of an option as anything.
Sacronoth Posted May 26 Posted May 26 Its as valid as any The idea of starting emaciated just got me thinking it would be an interesting variation to the early game. The player would creep out of the vault starving and be willing ... needing ... to eat anything and everything, and even more weak and feeble than usual.
Sacronoth Posted June 1 Posted June 1 Found one more thing; I ran a game from the start with UC to see how an emaciated character would play out. It was easier than I thought, but after a while I realised that the bodyfat effects weren't "sticking", so no surprise it wasn't making life any harder for me . In the pipboy UI, the perks were showing (emaciated, thin etc) - but the effects weren't (no loss of health/end/str); directly peeking state in the console looked consistent. Now, I'd seen effects apply before during testing, so... Turns out that they apply initially (eg, disabling->enabling perks in MC, or equipping the bodyfat potion again brings the effects back), but they disappear on game start/load (actually, a couple of seconds after load). Why this happens I couldn't suss, but I notice the UC scripts "refresh" this on load. In the end I made a workaround by adding a delayed refresh to the scripting ("StartTimerGameTime(0.01, ETimerRefreshEffects)"), which works very well. I guess there is a race / conflict or both, but couldn't suss it.
Dersta Posted June 3 Posted June 3 On 1/4/2026 at 5:21 AM, vaultbait said: Just a quick check-in to say that I'm still working on making RMR and SUP F4SE optional, though there is a recent semi-working build of SUP F4SE at https://github.com/Datanomicron/SUP-F4SE-NG/releases/tag/v0.77 I'm testing to see if that can provide a stepping-stone for AE installs in the meantime. I'm definitely still around, just not all that useful and still coming up to speed after the AE update derailed some of my in-progress work. See for my recent status update. Hi, I downloaded unhealthycraving 2 months ago (with Rad Morphing Redux and their requirements). At very first I was using SUP downloaded from nexus https://www.nexusmods.com/fallout4/mods/55419, but in game I was noticed that unhealthycraving couldn't find SUP. So I looked up to the post, downloaded SUP from this github link https://github.com/Datanomicron/SUP-F4SE-NG/releases/tag/v0.77, overwrote the old SUP and then the mod worked out just fine (I still get the "unhealthycraving can't find looksmenu" notice, but it should be normal since the mod still works). BUT, after the update on May 27th, the F4SE was updated, then the SUP downloaded from github became unusable (my game crash at the opening stage with github SUP activated, while old nexus SUP doesn't cause the same problem). So now I'm back to the "unhealthycraving can't find SUP" dilemma. Is there a new SUP that is compatible with both the new F4SE and the Unhealthycraving mod? Or can I make the old nexus SUP compatible with Unhealthycraving? P.S.: Best mod I've ever downloaded, combining it with coldsteelj's ssbbw mod from deviantart (for burping, bulging & digesting) makes my kink come true , arguably the only motivation bringing me back to the game. P.P.S.: My mod may still be non-functional even with the SUP problem solved though, since Looksmenu also requires updating, which is outdated on Nexus while most links to new Looksmenu on github are invalid.
vaultbait Posted Friday at 08:36 PM Author Posted Friday at 08:36 PM On 6/1/2026 at 8:14 PM, Sacronoth said: Found one more thing; I ran a game from the start with UC to see how an emaciated character would play out. It was easier than I thought, but after a while I realised that the bodyfat effects weren't "sticking", so no surprise it wasn't making life any harder for me . In the pipboy UI, the perks were showing (emaciated, thin etc) - but the effects weren't (no loss of health/end/str); directly peeking state in the console looked consistent. Now, I'd seen effects apply before during testing, so... Turns out that they apply initially (eg, disabling->enabling perks in MC, or equipping the bodyfat potion again brings the effects back), but they disappear on game start/load (actually, a couple of seconds after load). Why this happens I couldn't suss, but I notice the UC scripts "refresh" this on load. In the end I made a workaround by adding a delayed refresh to the scripting ("StartTimerGameTime(0.01, ETimerRefreshEffects)"), which works very well. I guess there is a race / conflict or both, but couldn't suss it. It may be related to other mods also performing similar actions on load, all competing with one another for time slices in the Papyrus VM. Are you using any mods like Addictol to give the script engine more bandwidth per frame? That seems to help a lot in my playthroughs. I'll make a note to try adding a safety delay in the initialization routine just in case, though it may make the character's body shape switch to a different size and then back again within the first few seconds of loading in from a save, hopefully not. Longer term, I'm hoping that a lot of these sorts of problems are related to coordination with RMR, so when I do the built-in LooksMenu morph support it may go away.
vaultbait Posted Friday at 08:45 PM Author Posted Friday at 08:45 PM On 6/3/2026 at 5:18 PM, Dersta said: Hi, I downloaded unhealthycraving 2 months ago (with Rad Morphing Redux and their requirements). At very first I was using SUP downloaded from nexus https://www.nexusmods.com/fallout4/mods/55419, but in game I was noticed that unhealthycraving couldn't find SUP. So I looked up to the post, downloaded SUP from this github link https://github.com/Datanomicron/SUP-F4SE-NG/releases/tag/v0.77, overwrote the old SUP and then the mod worked out just fine (I still get the "unhealthycraving can't find looksmenu" notice, but it should be normal since the mod still works). BUT, after the update on May 27th, the F4SE was updated, then the SUP downloaded from github became unusable (my game crash at the opening stage with github SUP activated, while old nexus SUP doesn't cause the same problem). So now I'm back to the "unhealthycraving can't find SUP" dilemma. Is there a new SUP that is compatible with both the new F4SE and the Unhealthycraving mod? Or can I make the old nexus SUP compatible with Unhealthycraving? P.S.: Best mod I've ever downloaded, combining it with coldsteelj's ssbbw mod from deviantart (for burping, bulging & digesting) makes my kink come true , arguably the only motivation bringing me back to the game. P.P.S.: My mod may still be non-functional even with the SUP problem solved though, since Looksmenu also requires updating, which is outdated on Nexus while most links to new Looksmenu on github are invalid. To be fair, I haven't tried to get everything working with FO4 1.11.221 yet, I expect some things to take a while to shake back out. It's on my radar for sure, and I'm sorry if anyone's having trouble due to that at the moment but pinning your executable back to 1.11.191 should probably work in the interim if Bethesda didn't change too much else. Thanks for the compliments! And yes, I do love the look of coldsteelj's ssbbw body and would love to implement support for it. I was hoping we could get a similar alternative morph implemented in the next major FG rework (which is currently in progress), though sadly that's seeming unlikely at this point for logistical reasons. 1
Sacronoth Posted Sunday at 08:13 AM Posted Sunday at 08:13 AM On 6/5/2026 at 9:36 PM, vaultbait said: It may be related to other mods also performing similar actions on load, all competing with one another for time slices in the Papyrus VM. Are you using any mods like Addictol to give the script engine more bandwidth per frame? That seems to help a lot in my playthroughs. I'll make a note to try adding a safety delay in the initialization routine just in case, though it may make the character's body shape switch to a different size and then back again within the first few seconds of loading in from a save, hopefully not. Longer term, I'm hoping that a lot of these sorts of problems are related to coordination with RMR, so when I do the built-in LooksMenu morph support it may go away. I did switch over to addictol; I was actually wondering if that might be a cause as it integrates some fixes for magic effects (and such things sometimes have unexpected downsides). I can confirm the game does have quite a bit to do in the first few seconds after loading for me:. The only thing I saw going astray during load is the effects that actually apply the bodyfat buffs/debuffs, so re-calling the refresh effects code was likely overkill: I used that as my workaround as it was easy to add and seemed to work (no visible ill effects and re-applied the buffs reliabably). That is, fixing the body shape immediately and forcing the body effects on the timer callback looks like it should work (vs my lashed-up workaround, which just calls refresh immediately and then again after 0.01 hours)
Tentacus Posted Sunday at 12:32 PM Posted Sunday at 12:32 PM This is such an awesome idea. If I ever work up the energy to reinstall Fallout 4, I will check it out.
vaultbait Posted Sunday at 07:40 PM Author Posted Sunday at 07:40 PM 11 hours ago, Sacronoth said: I did switch over to addictol; I was actually wondering if that might be a cause as it integrates some fixes for magic effects (and such things sometimes have unexpected downsides). I can confirm the game does have quite a bit to do in the first few seconds after loading for me:. The only thing I saw going astray during load is the effects that actually apply the bodyfat buffs/debuffs, so re-calling the refresh effects code was likely overkill: I used that as my workaround as it was easy to add and seemed to work (no visible ill effects and re-applied the buffs reliabably). That is, fixing the body shape immediately and forcing the body effects on the timer callback looks like it should work (vs my lashed-up workaround, which just calls refresh immediately and then again after 0.01 hours) Yeah, I need to revisit that but am pretty sure I did it via the classic silently-consumed potion with a magic effect route, so if the potion wasn't correctly reapplied on load it could leave the bonuses and penalties in limbo. It's on my list of stuff to check for the next version, for sure, and see if I can come up with something less fragile.
vaultbait Posted Sunday at 07:42 PM Author Posted Sunday at 07:42 PM 7 hours ago, Tentacus said: This is such an awesome idea. If I ever work up the energy to reinstall Fallout 4, I will check it out. Coming from one of my modding heros that's an overwhelming compliment, and inspires me to make it amazing enough that you'll have no choice but to come back to FO4 eventually! 1
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