spicydoritos Posted March 21, 2023 Author Posted March 21, 2023 27 minutes ago, Gamaramdi said: thanks for your answer I didn't found any face mesh, how does that work? maybe i can just apply it straight on the head mesh? Im playing with astlin bodyskins so i have a few to apply or remove it Something like this? but in the head? I wrote a guide about 5-6 posts back, including reference heads you can use. 1
Gamaramdi Posted March 21, 2023 Posted March 21, 2023 4 hours ago, spicydoritos said: I wrote a guide about 5-6 posts back, including reference heads you can use. Thanks a lot!
kupa11 Posted April 4, 2023 Posted April 4, 2023 I have cwss 4.1, wash out that cum and chose cwss patch but it still doesn't wash off, only removing it via mcm. Is there any solution?
spicydoritos Posted April 4, 2023 Author Posted April 4, 2023 3 hours ago, kupa11 said: I have cwss 4.1, wash out that cum and chose cwss patch but it still doesn't wash off, only removing it via mcm. Is there any solution? WotC needs a patch to make it work with CWSS 4.x. Check the thread for WotC. 1
Elaendir Posted April 8, 2023 Posted April 8, 2023 Seems "update tic" from this mod resets high heels height. Heels from nuka ride and latest https://www.nexusmods.com/fallout4/mods/39850 .
spicydoritos Posted April 8, 2023 Author Posted April 8, 2023 1 hour ago, Elaendir said: Seems "update tic" from this mod resets high heels height. Heels from nuka ride and latest https://www.nexusmods.com/fallout4/mods/39850 . ?
vaultbait Posted April 8, 2023 Posted April 8, 2023 1 hour ago, Elaendir said: Seems "update tic" from this mod resets high heels height. Heels from nuka ride and latest https://www.nexusmods.com/fallout4/mods/39850 . This mod doesn't interface with HHS in any way, so can't be directly altering heel height values. Odds are you set the cumsuit to use a biped slot which is also covered by whatever high-heeled outfit you're wearing normally, so when the cumsuit is equipped at the end of a scene it unequips your heels. Pick a different slot for the cumsuit and see if things are any better. 1
Elaendir Posted April 9, 2023 Posted April 9, 2023 (edited) 14 hours ago, spicydoritos said: ? This mod do equip/reequip cumsuit now and then, and when this happens, HHS resets. Was using default slot 51 (ring) thou. Remove all cumsuits Equip high heels, slot 33 only Use hotkeyed "apply random cum" Sink Edited April 9, 2023 by Elaendir
spicydoritos Posted April 9, 2023 Author Posted April 9, 2023 1 hour ago, Elaendir said: This mod do equip/reequip cumsuit now and then, and when this happens, HHS resets. Was using default slot 51 (ring) thou. Remove all cumsuits Equip high heels, slot 33 only Use hotkeyed "apply random cum" Sink Ah I understand now. Vaultbait is right, though, this mod has no direct interface with HHS. I rarely use HHS these days so I'm not the best person to diagnose the chain of events.
Elaendir Posted April 9, 2023 Posted April 9, 2023 1 hour ago, spicydoritos said: Ah I understand now. Vaultbait is right, though, this mod has no direct interface with HHS. I rarely use HHS these days so I'm not the best person to diagnose the chain of events. HHS changes height depending on things equipped and CM do operate on equipping cumsuit. So while both mods have no direct interface with each other, something is happening when CM changes/update cumsuit. Not gamebreaking, just bringing to attention.
vaultbait Posted April 9, 2023 Posted April 9, 2023 (edited) 10 hours ago, Elaendir said: HHS changes height depending on things equipped and CM do operate on equipping cumsuit. So while both mods have no direct interface with each other, something is happening when CM changes/update cumsuit. Not gamebreaking, just bringing to attention. HHS should normally only alter the heel height if a thing being equipped or unequipped has accompanying HHS data in the meshes folder. I use CM and HHS together and haven't observed the problem you're describing, but I'll make sure to test carefully and confirm since it's possible I've simply not noticed. HHS isn't supposed to behave the way you've described though, so I'm skeptical. Will follow up with test results if I get a chance to check some time today. Edit: Sorry, I haven't had time to do any isolated tests of this and I'm going to be away from my game rig for the next week, but maybe someone else has time to try and see if they can reproduce the behavior that was described. Edited April 10, 2023 by vaultbait 1
rubber_duck Posted April 25, 2023 Posted April 25, 2023 (edited) A small request and a question... Could you add '30 minutes' as an option for player cum duration? 15 minutes seems too short and 1 hour seems too long, at least to me. Alternatively (ideally), would you consider adding a slider for durations? It'd make the most sense, in my opinion that is. Also, I'm curious how does the cumsuit timer work exactly? Does it reset every time a new AAF scene is played or is it a bunch of different timers each counting their own mesh? Thanks for sharing, keep up the great work! Edited April 25, 2023 by rubber_duck
spicydoritos Posted April 26, 2023 Author Posted April 26, 2023 1 hour ago, rubber_duck said: A small request and a question... Could you add '30 minutes' as an option for player cum duration? 15 minutes seems too short and 1 hour seems too long, at least to me. Alternatively (ideally), would you consider adding a slider for durations? It'd make the most sense, in my opinion that is. Also, I'm curious how does the cumsuit timer work exactly? Does it reset every time a new AAF scene is played or is it a bunch of different timers each counting their own mesh? Thanks for sharing, keep up the great work! Actually a duration slider is a good idea. They're way more of a pain to implement than fixed duration effects, so I probably won't circle back to until I'm in the right mood. Nonetheless the added polish would be nice here. In the meantime, it's trivially easy to change the spell duration(s) in xEdit. Pick whichever you're least likely to use and set it to however many seconds you want. Spoiler The timer covers the entire suit, and resets every time you get new cum. Just the idea of trying to run individual timers for 30+ unique meshes... it makes my head spin. ??? 1
rubber_duck Posted April 26, 2023 Posted April 26, 2023 15 hours ago, spicydoritos said: Actually a duration slider is a good idea. They're way more of a pain to implement than fixed duration effects, so I probably won't circle back to until I'm in the right mood. Nonetheless the added polish would be nice here. In the meantime, it's trivially easy to change the spell duration(s) in xEdit. Pick whichever you're least likely to use and set it to however many seconds you want. Hide contents The timer covers the entire suit, and resets every time you get new cum. Just the idea of trying to run individual timers for 30+ unique meshes... it makes my head spin. ??? Had to ask, sorry! Anyway, thanks for replying! I'll check it out in xEdit as soon as I get some free time! Take care!
deathmorph Posted May 18, 2023 Posted May 18, 2023 I also have the clothes noise in slot 58. If I'm reading that correctly, it's related to the cumflation morph. However, I specifically switched from slot 61 to 58 after reading the above. The ring slot is already occupied by a watch.
spicydoritos Posted May 18, 2023 Author Posted May 18, 2023 1 hour ago, deathmorph said: I also have the clothes noise in slot 58. If I'm reading that correctly, it's related to the cumflation morph. However, I specifically switched from slot 61 to 58 after reading the above. The ring slot is already occupied by a watch. It's not related to slots or cumflation, that's just an example of a case where the suit cycling might be needed. If you want to turn it off you can open this mod's MCM debug settings and click "Unregister For Suit Cycling". Spoiler
deathmorph Posted May 18, 2023 Posted May 18, 2023 5 hours ago, spicydoritos said: Suit Cycling Ah, that's what the option means, thanks.
ZI0MATRIX Posted May 31, 2023 Posted May 31, 2023 Does someone have TWB (True Wasteland Body) bodyslide files for this mod?
lee3310 Posted June 22, 2023 Posted June 22, 2023 (edited) @kziitd I understand why you chose to not make any cum meshes for the jaw part (under the nose) but i think the result wouldn't be bad at all. I personally prefer some clipping when NPC open it's mouth over the carnival mask ? (the head part meshes are perfect). If you still have a cum meshes that covers the lower jaw, i would like to try it. @spicydoritos in relation to the face meshes, is there a way to only enable the feature for the whitelisted NPCs (unique) ? only use head part never the armor. PS totally off topic but after some experimenting, i wrote an alternative patch function cause the one posted doesn't compile if the mod is not installed. This one can stay in your script even after uninstalling the mod. (you can use it if you want, should work fine) If Game.IsPluginInstalled("ComMoisturizer.esp") ScriptObject CMkz = Game.GetFormFromFile(0x00000F99, "ComMoisturizer.esp").CastAs("CMkz:CMkz_LibScript") Var[] params = new Var[1] params[0] = ActorRef as Actor CMkz.CallFunctionNoWait("ClearAllCumFromActor", params) EndIf Edited June 22, 2023 by lee3310 1
spicydoritos Posted June 22, 2023 Author Posted June 22, 2023 28 minutes ago, lee3310 said: in relation to the face meshes, is there a way to only enable the feature for the whitelisted NPCs (unique) ? only use head part never the armor. There currently is not. This could be effectively achieved by attempting to apply headparts to all NPCs. The meshes would simply fail to appear on any actor with facegen. If you want to test, just modify the ScriptedHeadpartsOkay function to always return true. 42 minutes ago, lee3310 said: totally off topic but after some experimenting, i wrote an alternative patch function cause the one posted doesn't compile if the mod is not installed. Thanks, I'll update that section next time I change the mod description. 48 minutes ago, lee3310 said: If you still have a cum meshes that covers the lower jaw, i would like to try it. There's nothing different about the nifs used for head armor. They're identical to the nifs used for headparts. You can import them onto the armor item in OS and mess around. Count me out, though. Each new nif needs a lot of plugin/script support. I remember using an early version of Commonwealth Slavers when JB still had the old static facial cum, and they annoyed the heck out of me (no disrespect intended, JB!). 2
lee3310 Posted June 22, 2023 Posted June 22, 2023 1 hour ago, spicydoritos said: There's nothing different about the nifs used for head armor. They're identical to the nifs used for headparts. You can import them onto the armor item in OS and mess around. Count me out, though. Each new nif needs a lot of plugin/script support. I remember using an early version of Commonwealth Slavers when JB still had the old static facial cum, and they annoyed the heck out of me (no disrespect intended, JB!). Oh, very interesting, i'll give it a try. 1 hour ago, spicydoritos said: There currently is not. This could be effectively achieved by attempting to apply headparts to all NPCs. The meshes would simply fail to appear on any actor with facegen. If you want to test, just modify the ScriptedHeadpartsOkay function to always return true. Perfect, if the solution above doesn't pan out i prefer disabling the head armor and save some FPS (if there is something to save).
spicydoritos Posted June 23, 2023 Author Posted June 23, 2023 1 hour ago, lee3310 said: Perfect, if the solution above doesn't pan out i prefer disabling the head armor and save some FPS (if there is something to save). If it works without any unintended issues, let me know. I could easily add an MCM toggle to use headparts globally. Surely there is some user out there with a heavy loadout of NPC replacers, right? 1
JB. Posted June 23, 2023 Posted June 23, 2023 4 hours ago, lee3310 said: If Game.IsPluginInstalled("ComMoisturizer.esp") ScriptObject CMkz = Game.GetFormFromFile(0x00000F99, "ComMoisturizer.esp").CastAs("CMkz:CMkz_LibScript") Var[] params = new Var[1] params[0] = ActorRef as Actor CMkz.CallFunctionNoWait("ClearAllCumFromActor", params) EndIf Oh, this is going to help me, thanks. Yep the other script forces the users to have F4SUP installed to compile. 2
lee3310 Posted June 23, 2023 Posted June 23, 2023 (edited) 1 hour ago, spicydoritos said: If it works without any unintended issues, let me know. I could easily add an MCM toggle to use headparts globally. Surely there is some user out there with a heavy loadout of NPC replacers, right? Yes, i used it on "Recruit Sierra as settler" and it worked perfectly out of the box, i tried the debug option in MCM and it applied all the face meshes to her. Edited June 23, 2023 by lee3310
lee3310 Posted June 25, 2023 Posted June 25, 2023 (edited) On 6/22/2023 at 10:27 PM, spicydoritos said: There's nothing different about the nifs used for head armor. They're identical to the nifs used for headparts. That made the task really easy ( not a single edit to the plugin ?) i just merged some selected head part meshes with the existant face armor nodes (1,2,3) and as expected, the result is not half bad (some minor clipping when jaw opens but far better than clean lower face). Spoiler Spoiler PS Thanks again for the debut options in MCM, really handy. Edited June 25, 2023 by lee3310 1
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