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Commonwealth Moisturizer


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Posted
33 minutes ago, kdoggg1971 said:

Does this play well with Slavetats and Tats After Rape? Cum Overlays, for some reason, can strip tats off as cum affects fade away.

 

This mod doesn't use overlays, it uses armor and headparts.  Ergo it shouldn't conflict with any overlay mods.

Posted (edited)

As far as I can tell, it works with HiPoly Faces Redux!

 

The only issue I had is with the slots - I've set it to use slot 58 and prior to AAF scene I already had the said slot occupied. Once AAF scene finished, I could see Moisture added by this mod, but upon redressing - it disappeared. Upon taking the item off from the slot, the moisture was still invisible.

 

Not a huge deal, but if I figured this out correctly, the slot you set has to be unoccupied for this mod to function properly.

 

That being said, I'd like to change the slots a bit - is it enough to load the plugin in xEdit and edit ArmorAddon and Armor, or would I need to do something extra?

 

Thanks for sharing, I've been waiting for functional overlays for ages!

 

Also, I really like your naming scheme - great job, keep it up!

 

Edited by rubber_duck
Posted
23 minutes ago, rubber_duck said:

As far as I can tell, it works with HiPoly Faces Redux!

 

That's really good news.  If you confirm that over a couple of gaming sessions, I'll reword or remove that section of the FAQ.

 

25 minutes ago, rubber_duck said:

The only issue I had is with the slots - I've set it to use slot 58 and prior to AAF scene I already had the said slot occupied. Once AAF scene finished, I could see Moisture added by this mod, but upon redressing - it disappeared. Upon taking the item off from the slot, the moisture was still invisible.

 

Not a huge deal, but if I figured this out correctly, the slot you set has to be unoccupied for this mod to function properly

 

In the MCM debug menu, there's an option to re-equip your cum suit for exactly this scenario.  But yes, the suit needs an empty slot, and the redressing routine can displace it.

 

27 minutes ago, rubber_duck said:

That being said, I'd like to change the slots a bit - is it enough to load the plugin in xEdit and edit ArmorAddon and Armor, or would I need to do something extra?

 

If you just want, say, the Slot 58 armor to use 57 instead, you're correct.  Changing the armo and arma slots is all you need to do.

 

 

Posted

I'm trying the mod. It looks very solid, but I have an issue, I use the slot 61 and the cum suit gets unequipped every time I open the pip boy. Do you have any clue why this is happening? Thanks for the good job!

Posted
10 minutes ago, ecastellvi said:

I'm trying the mod. It looks very solid, but I have an issue, I use the slot 61 and the cum suit gets unequipped every time I open the pip boy. Do you have any clue why this is happening? Thanks for the good job!

 

Do you use a Pipboy replacer?  I think one of them uses slot 61.

Posted

[Updates]

 

First and foremost, HiPoly Faces Redux. Yep, I can confirm now (for sure) - CM liquids work properly with HiPoly Faces Redux! I did some pretty intense testing (heck, I even tried to break the mod), and everything works (and looks) as it should! Even though I haven't tested this, I'm pretty confident that it'd work on old HiPoly Faces as well. Sadly I can't test this as I'm not running that mod anymore.

 

I did experience 2 very minor issues, however. The first issue is a simple user-error, but the other one bothered me personally so I fixed it. Here's what happened (could be useful info for other folks who run into similar issues). Do note, these 'issues' aren't actually issues (as in bugs).

 

After I installed this mod I immediately jumped into the game to check it out. It worked, partly. I could see the liquid being applied, but it looked broken. At first I thought it was the issue with Rad Morphing Redux as that one changes the shape of the body; so I thought RMR adjusted my player's body too much for liquids to be visible properly. However, that wasn't the case.... I forgot to build the liquids in BS. Not gonna lie, I nearly smashed my head against the keyboard after figuring it out lol

 

The second issue were the slots themselves. Because I have a ton of various clothing mods, I'm usually using most of the slots at all times. And because I'm running Unequip Pipboy I'm unable to give slot 61 to CM (the mod I've linked replaces Pipboy with dummy on the same slot, and I seriously don't want to mess with it).

 

The solution? Create a patch overriding the original items! It's a simple fix in xEdit, but I've attached mine down below.

 

What I've done is the following:

 

Changed slot 61 to 55 as slot 55 is sometimes free. Not always, but sometimes.

-= and =-

Changed slot 58 to 59 - personally, this is the best slot to use (in my opinion, at least). Slot 59 is for Shields though in my 6 years of playing the game I can't remember if I ever came across an item using that slot.

The only downside of using this slot is that liquids won't be visible when Player is using any workbench (weapon, armor, chem, etc.), but upon exiting the bench, the liquids will appear.

 

A note to anyone who wants to use use my patch:

Spoiler

1) Install Commonwealth Moisturizer.

2) Install my patch (RD_CM_TweakedSlots.esp). You can just paste the ESP to your overwrite directory.

3) Load my patch after Commonwealth Moisturizer - left panel in MO2; make sure my patch is below ComMoisturizer.esp

4) In game, open Commonwealth Moisturizer MCM and change the slots: if you want to use slot 55 - select 61 (FX); if you want to use slot 59 - select 58.

5) That's it!

 

Also, like the main plugin, my patch is ESL-flagged ESP so it won't count towards the limit.

 

Again, thanks a lot for sharing! Body liquids are nice, but facials is what it's all about! Keep up the great work and take care!

 

RD_CM_TweakedSlots.esp

Posted (edited)
26 minutes ago, rubber_duck said:

Changed slot 58 to 59 - personally, this is the best slot to use (in my opinion, at least). Slot 59 is for Shields though in my 6 years of playing the game I can't remember if I ever came across an item using that slot.

 

I did the same (59) since I regularly wear torso underarmor, rings, piercings, and the Pip-Pad in the slots CM offered a choice between.

 

Edit: Ooh, though I haven't tested grenades. Good point!

 

Moar edit: Yep, confirmed, RMR's worn items debug utility says the grenade I just equipped is in slot index 29 (biped slot 59).  I'll probably end up moving my body piercings to another slot, if I can find something less important to sacrifice.

Edited by vaultbait
Posted
31 minutes ago, spicydoritos said:

 

My understanding (possibly erroneous) is that FO4 uses slot 59 for grenades.

 

Oh crap!

 

Well damn, I'm out of slots! 54 is for backpack, 55 for minor clothing, 56 for Wet Effects, 57 for plugs and 58 for piercings. Back to the drawing board...

Posted
3 minutes ago, rubber_duck said:

 

Oh crap!

 

Well damn, I'm out of slots! 54 is for backpack, 55 for minor clothing, 56 for Wet Effects, 57 for plugs and 58 for piercings. Back to the drawing board...

 

I mean, you could certainly skip using grenades.  Or re-equip the suit via debug menu after tossing a couple molotovs.

Posted
6 minutes ago, spicydoritos said:

 

I mean, you could certainly skip using grenades.  Or re-equip the suit via debug menu after tossing a couple molotovs.

 

I guess that'd be one way to handle it... What about 52 (Scalp) and 53 (Decapitation)? I don't remember having anything on these.

Posted
12 minutes ago, rubber_duck said:

 

I guess that'd be one way to handle it... What about 52 (Scalp) and 53 (Decapitation)? I don't remember having anything on these.

 

Forget I asked anything... 52 and 53 should not be messed with, as far as I can tell. I'll stick with 51 (Rings) for the time being.

 

That being said... Would it be possible to make it a shader instead of armor? What Get Dirty uses, but instead of dirty effects, these liquids? Just asking as this is just ridiculous (I blame Todd).

 

Posted
1 hour ago, rubber_duck said:

That being said... Would it be possible to make it a shader instead of armor? What Get Dirty uses, but instead of dirty effects, these liquids? Just asking as this is just ridiculous (I blame Todd).

 

Not as a direct conversion.  These are 3D meshes, not flat textures.  Then you'd have to change how the mod works internally.  Might as well be writing a new mod at that point.

Posted
12 minutes ago, spicydoritos said:

Not as a direct conversion.  These are 3D meshes, not flat textures.  Then you'd have to change how the mod works internally.  Might as well be writing a new mod at that point.

 

Yeah, I kinda figured. Had to ask anyways, I hope you don't mind!

 

That being said, I'm still on the fence with Commonwealth Moisturizer... Isn't there a way for it to automatically detect if certain slot is already occupied? If it is, it unequips it for certain amount of time (time from MCM) and once that timer runs out it will equip the original item (the one that was on that slot prior to CM).

 

Don't get me wrong, CM is really good! However, these slots are killing me. If you can implement what I said above (auto-detect and un/reequip), it'd be much, much better. At least in my opinion.

 

Posted
2 hours ago, rubber_duck said:

56 for Wet Effects

You mean a wet suit that makes you Caracter looks like wet, where did you get that ? and does it auto equip when it rains or swim? if not, then why not use a wet skin texture and give that slot to CM.

Posted
11 minutes ago, lee3310 said:

You mean a wet suit that makes you Caracter looks like wet, where did you get that ? and does it auto equip when it rains or swim? if not, then why not use a wet skin texture and give that slot to CM.

 

No, no, no! It's Elzee's Wet Effects.

 

Wet Effects equips wet footsteps on slot 56 (this is configurable in MCM, but I've set it to 56 as all the other slots are used on my end) so once player is well, wet (after swimming, in the rainy weather, etc.) it'd apply those footsteps so they sound soggy and satisfying. On top of that, it also adds chilling breath sound effects (because it's cold) and, to top it all off, it adds particles on character that act as dripping.

 

Oh, and it also adds buffs and debuffs when wet. Honestly, it's nothing special but I love it and I'm not planning to remove it anytime soon. It's one of those mods which seems irrelevant at first, but once you try it, you'll keep it in your load order. At least in my opinion.

 

Posted
3 minutes ago, rubber_duck said:

No, no, no! It's Elzee's Wet Effects.

 

Wet Effects equips wet footsteps on slot 56 (this is configurable in MCM, but I've set it to 56 as all the other slots are used on my end) so once player is well, wet (after swimming, in the rainy weather, etc.) it'd apply those footsteps so they sound soggy and satisfying. On top of that, it also adds chilling breath sound effects (because it's cold) and, to top it all off, it adds particles on character that act as dripping.

 

Oh, and it also adds buffs and debuffs when wet. Honestly, it's nothing special but I love it and I'm not planning to remove it anytime soon. It's one of those mods which seems irrelevant at first, but once you try it, you'll keep it in your load order. At least in my opinion.

 

Agreed, I've been using it as well for a while and quite like the dynamism of its effects. I think I'm just going to have to make some tough choices about combining other worn items with Outfit Studio to free up a slot and just deal with being able to use slightly fewer separates.

Posted
2 minutes ago, vaultbait said:

 

Agreed, I've been using it as well for a while and quite like the dynamism of its effects. I think I'm just going to have to make some tough choices about combining other worn items with Outfit Studio to free up a slot and just deal with being able to use slightly fewer separates.

 

I thought about doing the same, but... Nope.

 

Over the years I edited countless clothing plugins just to have my own universal slots usage. I'm really between two fires here: on one hand, I've always wanted to have functional facials in Fallout 4; but on the other hand I'm not sure whether I want to change the slots I've spent so many hours perfecting for my taste.

 

I'm really hoping @spicydoritos is able to make CM automatically unequip and then (when the timer runs out) reequip the set slot. That would make it perfect and I'd surely keep CM in my load order. However, I'm still trying to decide if it's worth it or not.

 

(I'm sorry if that sounded rude/disrespectful towards the author as they invested their time and effort into creating a mod. I know it isn't the author's fault, but Bethesda's. They knew, at the time of release, that the game will be modded; yet they only included 43 usable slots. Clearly, that's not enough and I'm expecting at least 100 for Fallout 5).

 

Posted (edited)
46 minutes ago, rubber_duck said:

they only included 43 usable slots.

 

43 would be amazing by comparison. Unfortunately it's more like 25 usable (the rest are consumed by inbuilt game features or just plain don't work). You can really only put things in slots 33-61, excluding 52/53 (scalp/decapitation) and 60 (Pip-Boy). Also 33 (body) only sort of counts since it's handled a little differently from the others.

 

Edit: Oh, and as discussed earlier, 59 is probably off limits if you want to also use grenades, so that's 24 slots plus the body.

Edited by vaultbait

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