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Posted
28 minutes ago, rubber_duck said:

Correct, FormIDs in the txt file I've sent earlier ...

... I'm on very unknown ground here. Apologies!

 

Thanks very much. Now I'm slowly beginning to understand the system.


And because of Vortex, no problem. It works yes. Your repository is perfect for me, I can do small additions through the entries in the ini. Or add a package via the generator if it's not in the reposotory.

 

I am now glad that I listened to Vaultbait and made the move here.

Posted
1 hour ago, rubber_duck said:

If you generate your INI with my tool and then want to manually adjust something (add another keyword), simply remove first 2 digits from keyword FormID. It makes your INI look consistent and tidy.

 

That would be correct, right?

 

Spoiler

image.png.da29e02adf0a832d52b44f2009e4bd70.png

 

Posted
37 minutes ago, deathmorph said:

 

That would be correct, right?

 

  Hide contents

image.png.da29e02adf0a832d52b44f2009e4bd70.png

 

 

Looks good to me!

 

You're adding the following keywords to WD6 HighHeels: 0026B4 (HighHeels), 0026B1 (Stockings - Long) and 0026B2 (Stockings tag - shiny). If that's what you want, go for it!

 

Essentially, you just copy-paste the SAKR keyword FormID from the txt file I provided earlier and then remove the first two digits. That's it!

Posted

Also, a general reminder about the shorter form IDs... make sure you're using the latest version of RobCo patcher. Versions prior to 2.8.1 had some regressions related to using shorter form IDs. But with more recent versions yes you can remove the first two hexadecimal digits and any remaining leading zeroes as well, so for example 01000123 can now be shortened to just 123.

Posted
On 4/16/2023 at 4:37 AM, rubber_duck said:

 

Yeah, that's very interesting. However, I'm not sure I understand what you were doing... You created your own INI for a mod that I already patched (from my repository) and then wanted to overwrite my INI with yours, is that it?

 

If that's the case, I'd recommend doing the following (I assume you're MO2 user):

 

  Reveal hidden contents

1) Download and install my SAKR repository

2) Create new empty mod in MO2 and name it 'My SAKR INIs', or something similar (it's really up to you)

3) Inside 'My SAKR INIs', create a proper directory structure: "My SAKR INIs\Data\F4SE\Plugins\RobCo_Patcher\armor"

4) Create new directories for each INI you generate with my SAKR/RCP Gen (for example, if you patched 'VtawWardrobe5', you'd have VtawWardrobe5.ini. Create VtawWardrobe5 directory and paste VtawWardrobe5.ini to it)

5) Load your archive (My SAKR INIs) below my repository archive. That way my INIs get overwritten by yours.

 

I'm not using anyone's patches as I always generate my own. Anyways, I hope this helps in a way!

 

Feel free to report back should there be any issues!

Thank you for your help, but in the end I think the problem was for whatever reason Vortex left out the Robco Patcher .dll and the robco patcher ini and after putting in the .dll and ini my self into the F4SE plugin folder, things now seem to be working and I'm getting a skimpy rating ingame.

 

Now to figure out if I can give the vanilla fallout 4 keywords so it can different keywords for light, medium and heavy armor.

Posted
18 minutes ago, Spaceguest991 said:

Now to figure out if I can give the vanilla fallout 4 keywords so it can different keywords for light, medium and heavy armor.

 

You can do it by inserting more Keyword ADD operations to the relevant OMOD records (for example 00182E6C in Fallout4.esm is the OMOD to set the leather armor torso to medium). At the moment you'd have to create a new plugin to do that. RobCo Patcher 3.0.0 will supposedly add support for live patching OMOD records, but doesn't look like ADD Keyword properties are on the feature list for that yet so I've put in a specific request for it in their discussion forum on Nexus.

Posted
1 hour ago, vaultbait said:

 

You can do it by inserting more Keyword ADD operations to the relevant OMOD records (for example 00182E6C in Fallout4.esm is the OMOD to set the leather armor torso to medium). At the moment you'd have to create a new plugin to do that. RobCo Patcher 3.0.0 will supposedly add support for live patching OMOD records, but doesn't look like ADD Keyword properties are on the feature list for that yet so I've put in a specific request for it in their discussion forum on Nexus.

Might be more complex than I thought it could be so maybe for now I'll just settle for making a skimp armor keywords for vanilla clothes. So I don't know how to go about making a new plugin like you said.

Posted
21 minutes ago, Spaceguest991 said:

Might be more complex than I thought it could be so maybe for now I'll just settle for making a skimp armor keywords for vanilla clothes. So I don't know how to go about making a new plugin like you said.

 

Making a new plugin isn't hard, but yeah I'd wait to see what the RobCo Patcher author has to say about supporting ADD Keyword in OMODs. It's not like doing clothing and general armor, since the light/medium/heavy variants aren't separate armor pieces, they're the same piece of armor with different object modifiers attached to them, like when you change out the scope or receiver on a gun.

Posted

Having the keep selection is a nice option for doing lots of clothes that are mostly the same as well as being able to copy the keywords from a outfit that you've already done is nice to have.

 

I do think it would be nice if was able to save progress so if you're adding a lot of keywords to a lot of outfits you can save and come back too it later.

Posted (edited)
33 minutes ago, Spaceguest991 said:

Having the keep selection is a nice option for doing lots of clothes that are mostly the same as well as being able to copy the keywords from a outfit that you've already done is nice to have.

 

I do think it would be nice if was able to save progress so if you're adding a lot of keywords to a lot of outfits you can save and come back too it later.

 

First of all, thanks a lot for your feedback! I really appreciate it!

 

Regarding the saving feature - yeah, I know it'd be useful. However, I don't know how to do it at the moment. I'll look into it as soon as I sort a few things out.

 

That being said... You can actually save progress. I patched those big clothing packs (Vtaw & DonEb14n) by using this method... Read on!

 

The application only really cares for the CSV. Because CSV file is quite large (in those packs, at least), it becomes a problem with user's time - even though the application is designed to streamline and speed up the whole process of adding SAKR keywords, user still has to invest their time to apply desired keywords to items.

 

The best solution I've found is to start patching and when you've had enough just Write out. That new INI won't be fully completed (as you didn't patch the certain items), but when you want to get back to patching, simply load the same CSV file (as it's not modified) and continue where you left off. I'd suggest making a note, but that isn't really necessary as the application is writing comments - you simply open the unfinished INI, scroll all the way down and there you'll see the last item that you modified (added keywrods to).

 

Once you've progressed even further (or finished), Write out again but to new INI (do not overwrite the older one). Finally, copy all the lines from your new INI (where you continued) and paste them into the older INI (the original INI where you started patching certain clothing pack).

 

TL;DR:

 

Spoiler

1) Export CSV from xEdit

2) Start patching with SAKR/RCP Gen

3) Write out -> name it as you normally would (for example, VtawWardrobe8.ini)

4) Return to patching -> load the same CSV again

5) Open your new INI in your favorite text editor (Vim, VS Code, Notepad++, etc.)

6) Scroll all the way down and find the last modified item (lines starting with '//' are comments and are there to help you navigate through the file)

7) Continue patching from the next item

8] Write out new INI -> name it something like 'tempClothingMod', or something.

9) Open tempClothingMod.ini in your text editor -> Copy all the lines inside of it (except the first 3 as those are just branding comments)

10) Return to your first INI (VtawWardrobe8.ini), scroll all the way down and paste all the lines from your second INI at the end of your first one.

11) That's it!

 

Hope this helps! And thanks again for feedback, I appreciate it!

 

Edited by rubber_duck
Posted
44 minutes ago, rubber_duck said:

 

First of all, thanks a lot for your feedback! I really appreciate it!

 

Regarding the saving feature - yeah, I know it'd be useful. However, I don't know how to do it at the moment. I'll look into it as soon as I sort a few things out.

 

That being said... You can actually save progress. I patched those big clothing packs (Vtaw & DonEb14n) by using this method... Read on!

 

The application only really cares for the CSV. Because CSV file is quite large (in those packs, at least), it becomes a problem with user's time - even though the application is designed to streamline and speed up the whole process of adding SAKR keywords, user still has to invest their time to apply desired keywords to items.

 

The best solution I've found is to start patching and when you've had enough just Write out. That new INI won't be fully completed (as you didn't patch the certain items), but when you want to get back to patching, simply load the same CSV file (as it's not modified) and continue where you left off. I'd suggest making a note, but that isn't really necessary as the application is writing comments - you simply open the unfinished INI, scroll all the way down and there you'll see the last item that you modified (added keywrods to).

 

Once you've progressed even further (or finished), Write out again but to new INI (do not overwrite the older one). Finally, copy all the lines from your new INI (where you continued) and paste them into the older INI (the original INI where you started patching certain clothing pack).

 

TL;DR:

 

  Hide contents

1) Export CSV from xEdit

2) Start patching with SAKR/RCP Gen

3) Write out -> name it as you normally would (for example, VtawWardrobe8.ini)

4) Return to patching -> load the same CSV again

5) Open your new INI in your favorite text editor (Vim, VS Code, Notepad++, etc.)

6) Scroll all the way down and find the last modified item (lines starting with '//' are comments and are there to help you navigate through the file)

7) Continue patching from the next item

8] Write out new INI -> name it something like 'tempClothingMod', or something.

9) Open tempClothingMod.ini in your text editor -> Copy all the lines inside of it (except the first 3 as those are just branding comments)

10) Return to your first INI (VtawWardrobe8.ini), scroll all the way down and paste all the lines from your second INI at the end of your first one.

11) That's it!

 

Hope this helps! And thanks again for feedback, I appreciate it!

 

Yup that's a good idea, thanks!

Posted
21 minutes ago, VaunWolfe said:

I have an issue with RDSAKRRCPGen. When i run it I cant see the very bottom of it. Not sure how to fix it. Any way someone can help?

 

Which version? Can you provide the screenshot? What's your resolution?

Posted
11 minutes ago, VaunWolfe said:

res 1920 x 1080

 

Good to know, I haven't tried it out yet but I also use a 1080p display so will likely have similar trouble fitting that UI on my screen if I don't use a desktop scaler or something.

Posted
53 minutes ago, VaunWolfe said:

20230418_110809.thumb.jpg.bc3c357b92e50d0200f154220d1e69f7.jpg0.8.2 res 1920 x 1080

 

 

I honestly have no idea what went wrong here... Try one of the older versions and see if the issue is still present. I'm planning to implement the sizeable feature (so you can change the size of the window) for the next version, so stay tuned!

 

Get older releases here:

 

RDSAKRRCPGen_v0.7.1a.7z

 

RDSAKRRCPGen_v0.7.4.7z

 

43 minutes ago, vaultbait said:

 

Good to know, I haven't tried it out yet but I also use a 1080p display so will likely have similar trouble fitting that UI on my screen if I don't use a desktop scaler or something.

 

I think it depends on your monitor size. I've developed and tested the application on my 27" 1080p display. The only reasonable explanation is that the base window size is simply too large to fit smaller displays.

 

@vaultbait, when you have the time, please check it out and report back! Also, I'd appreciate if you could tell me the size of your display. Thanks in advance!

 

Posted (edited)
1 hour ago, rubber_duck said:

please check it out and report back!

 

Just fired it up, and it also cuts off for me there. With the window maximized, "Selected object:" is at the very bottom of my screen along with just the top edge of the "Apply" button.

 

1 hour ago, rubber_duck said:

Also, I'd appreciate if you could tell me the size of your display.

 

1920x1080 (1080p) resolution on a 75" HDTV. I expect this is due to the display scale option in Windows Display Settings defaulting to 150%. If I reduce it to 100% then I can see the rest of the window (just with some fairly tiny text, relatively speaking). Still, it's a viable workaround.

Edited by vaultbait
Posted
1 hour ago, vaultbait said:

 

Just fired it up, and it also cuts off for me there. With the window maximized, "Selected object:" is at the very bottom of my screen along with just the top edge of the "Apply" button.

 

 

1920x1080 (1080p) resolution on a 75" HDTV. I expect this is due to the display scale option in Windows Display Settings defaulting to 150%. If I reduce it to 100% then I can see the rest of the window (just with some fairly tiny text, relatively speaking). Still, it's a viable workaround.

 

Got it. Thanks for reporting back! v0.9.0 will be fully sizeable, but I cannot give any dates as both current and following weeks are very busy for me. I'll do my best to push the update out as soon as possible, but I can't make any promises.

 

If you find any other issues, do let me know. Again, thanks for reporting; have a great one!

Posted (edited)

Not certain if i built this right. Tried to follow the directions. I did the I went threw the edit. then used mo to make a blank ini. I then put in the built file from sakar into the ini file. Here is where i veered of a little I moved it to a file built the path in there as if I was adjusting paths for nm. But it all should still go to the same place. I am just a little fuzzy on the last two path steps where it is the mods name then the ini itself.

CCOSaucySettlersCraftable.zip

Edited by VaunWolfe
Posted
On 4/10/2023 at 12:35 AM, Gamaramdi said:

Hi!

Can somebody please test this? thats TRS and Easy girl...But is not working on my game... 

Already tested Path's, Robco Pluggins, and SAKR...


The ASA one (the one i didnt make) is working, so installation is fine
image.thumb.png.8d544a85cac327b2a686f44c908426b9.png

armor.rar 3.6 kB · 2 downloads

Hello im french and sometime its easy or hard to understand the tag in rd sakr...

Rubber Duck can you add some picture of item with there tag? so noob/other language like me can create there patch to.

Gamaramdi the file armor.rar cover trs and easy girl completly?do it work , can i use it ?

 

Merci d'avance

Posted
2 hours ago, renhoff said:

Hello im french and sometime its easy or hard to understand the tag in rd sakr...

Rubber Duck can you add some picture of item with there tag? so noob/other language like me can create there patch to.

Gamaramdi the file armor.rar cover trs and easy girl completly?do it work , can i use it ?

 

Merci d'avance

 

I don't plan to add any pictures to the application... I can, though, give you a recommendation. I believe you have trouble understanding the TOP tags..?

 

If that's the case, I hope you'll find this helpful:

 

Spoiler

TOP keywords explained:

 

Full Top - basically any regular shirt/hoodie/blouse that's buttoned all the way up. No skin is visible.

Cleavage Top - similar to Full, but with this one you can see a bit of circles (boobs). Not nipples, but general shape; an outline, if you so wish.

Low-Cut Cleavage Top - the skimpiest of the 3. You can see basically the whole chest except nipples.

 

Tag CropTop - belly isn't covered. Sport bra, for example

Tag Halter - rear (back) isn't covered. Dress, perhaps?

Tag SideBoob - you can see a bit of boob on the side. Hence the name. Usually those loose-looking items should have this tag

Tag TankTop - shoulders and arms aren't covered. Again, sporty bras, tanktops, etc.

Tag Sheer - stands for transparent. Can you see through it?

Tag Tight - exactly how it's named - if the outfit is skin-tight (such as GITS suit), it should have this tag.

 

Also on that note, Google is your firend! English is not my primary language either, and I looked at dozens of pictures just to see how certain tags would look like in practice.

 

Sorry for not providing very helpful support. If there are any more questions you'd like to ask - feel free to do so! Also, if you find a bug I'd really appreciate if you could report it so I can get it fixed. Oh, and feel free to leave any feedback! Whether it's positive or negative doesn't matter - I like to hear other people's opinions!

 

Sorry again; take care!

Posted
6 hours ago, renhoff said:

Hello im french and sometime its easy or hard to understand the tag in rd sakr...

Rubber Duck can you add some picture of item with there tag? so noob/other language like me can create there patch to.

Gamaramdi the file armor.rar cover trs and easy girl completly?do it work , can i use it ?

 

Merci d'avance

Bonjour Oui, c'est fonctionnel, mais ce n'est pas complet, j'ai seulement ajouté les vêtements qui devraient probablement être à 70%
Essayer! Il vous servira pendant que vous en fabriquez un des vôtres

Posted (edited)

Hello, I have a couple quick questions about using this tool (which is fantastic, very easy to use and understand!) to add the SAKR keywords to the CCO clothing replacer options. I see some people have been working on (and have uploaded) .ini files for the craftable versions of these, and I can switch to that if I need to but would prefer to not have to. I'm not an expert mod user by any means; I can follow instructions and have a basic grasp of the tools used, but troubleshooting is really not my forte. I've looked through the discussion pages both here and for the actual SAKR mod, but couldn't find anything definitive. So...

 

Can I use this to patch the formID's in the Fallout4.esm file (like, is it even possible without breaking something)?

 

If I can do it, should I create a single .ini file for ALL of the formID's that are replacers (pretty much just CCO for me currently, but I know there are other mods out there that do it and I'd guess the same rules would apply), even though the replacement meshes come from different mods?

 

EDIT: One more thing, just to double check. IF I can create an .ini for all the replacement files, confirming that I'd want to name it Fallout4.ini (for the master file the formIDs are in), and not for the replacer .esp's?

 

TYIA!

Edited by kylorayker
Posted
23 minutes ago, kylorayker said:

Hello, I have a couple quick questions about using this tool (which is fantastic, very easy to use and understand!) to add the SAKR keywords to the CCO clothing replacer options. I see some people have been working on (and have uploaded) .ini files for the craftable versions of these, and I can switch to that if I need to but would prefer to not have to. I'm not an expert mod user by any means; I can follow instructions and have a basic grasp of the tools used, but troubleshooting is really not my forte. I've looked through the discussion pages both here and for the actual SAKR mod, but couldn't find anything definitive. So...

 

Thanks for the kind words! Your feedback is very appreciated!

 

27 minutes ago, kylorayker said:

Can I use this to patch the formID's in the Fallout4.esm file (like, is it even possible without breaking something)?

 

Absolutely - just select all the records in 'Armor' section of Fallout4.esm and run my script to export the FormIDs. Basically, you'd do it like you patch every single mod. Fallout4.esm is, afterall, a plugin.

 

28 minutes ago, kylorayker said:

If I can do it, should I create a single .ini file for ALL of the formID's that are replacers (pretty much just CCO for me currently, but I know there are other mods out there that do it and I'd guess the same rules would apply), even though the replacement meshes come from different mods?

 

I don't think it's necessary. I'm also using CCO replacers (rather than standalones) with some outfits (primarily DLC stuff) from Lazman, and replacers are just mesh replacements. This means that the item will be identical to vanilla one (found in the base game), only it will look differently. Standalones, on the other hand, would require you to patch them in addition to vanilla items, as they (standalones) add a new plugin.

 

In other words, if you're patching replacers (either CCO, Lazman's or both), just create a single Fallout4.ini file with SAKR/RCP Gen and you're good. It's how I'd do it, at least.

 

That being said, double check the DLC stuff... Outfits added in Nuka World, for example, would be in Nuka World's plugin. Remember: ONE export per CSV, and ONE CSV per plugin (don't mix combine two or more plugins in the same CSV)!

 

33 minutes ago, kylorayker said:

EDIT: One more thing, just to double check. IF I can create an .ini for all the replacement files, confirming that I'd want to name it Fallout4.ini (for the master file the formIDs are in), and not for the replacer .esp's?

 

Correct. However, as I recall, replacers don't have a plugin - they are just mesh modification.

 

Bottom line - if you're patching CCO Replacers, for example, you should export all the 'Armor' records from Fallout4.esm to CSV file, load that CSV in SAKR/RCP Gen, apply the keywords for items, and save the ini as Fallout4.ini. But, if you're patching CCO Standalones (Craftable versions), for example, you'd export all the 'Armor' section from CCO*.esp plugin as it has its own plugin, and then save the ini as CCO*.ini.

 

* - stands for the name of the pack, such as 'Saucy Settlers', 'Vulgar Villains', etc.

 

I hope this helps! If you have any further questions, feel free to ask!

Posted
22 minutes ago, rubber_duck said:

as I recall, replacers don't have a plugin - they are just mesh modification.

 

Technically the CCO replacers do have a plugin, but they're mainly just overriding bones in ArmorAddon records (I think related to dismemberment support, not sure about that though). Regardless, they don't add new Armor records nor alter the vanilla Armor records that I can see, so it's irrelevant for purposes of this activity.

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