Jump to content

Recommended Posts

Posted

I'm trying to get FG to work. I had CBBE and TWB, now I've tried for days to change it to FG, but I just get the elongated dragging breasts etc. Which makes me think it's a skeleton issue, but I got Zex Zaz 6, and i've tried all the cbp ocbp ocbpc this and that. I'm not very savvy. Aparaently there is something called 'old FG' so maybe I have either too old FG or too new FG. I got FG1.85.
Now I see some places has requirements for a 'FG 3B', but all links to a deleted page. I just wanted FG to be able to use this mod. But I'm starting to give up :'(

The mod itself works, and looks great in-game, apart from the FG breasts, belly, butt etc dragging around / staying on spot while crouched etc.

Posted
2 hours ago, Bohri said:

I'm trying to get FG to work. I had CBBE and TWB, now I've tried for days to change it to FG, but I just get the elongated dragging breasts etc. Which makes me think it's a skeleton issue, but I got Zex Zaz 6, and i've tried all the cbp ocbp ocbpc this and that. I'm not very savvy. Aparaently there is something called 'old FG' so maybe I have either too old FG or too new FG. I got FG1.85.
Now I see some places has requirements for a 'FG 3B', but all links to a deleted page. I just wanted FG to be able to use this mod. But I'm starting to give up :'(

The mod itself works, and looks great in-game, apart from the FG breasts, belly, butt etc dragging around / staying on spot while crouched etc.

You don't need FG. You only need ZeX - ZaZ Extended Skeleton

KFT includes a preset for the devices. I edited that preset to match my CBBE body as closely as possible, then saved it as a new preset.

When wearing KFT items, for the most part, that require the body, it will use the Zex skeleton and you get the best of both worlds.

Posted
58 minutes ago, --Wicked-- said:

Or....maybe y'all could make a CBBE version.... that be nice.

It would be very nice, but that's a lot of work.. I mean a LOT of work.

Posted
23 hours ago, izzyknows said:

You don't need FG. You only need ZeX - ZaZ Extended Skeleton

KFT includes a preset for the devices. I edited that preset to match my CBBE body as closely as possible, then saved it as a new preset.

When wearing KFT items, for the most part, that require the body, it will use the Zex skeleton and you get the best of both worlds.

 

Okay, perhaps I set the mods' overwrites wrongly, cause I just get those elongated bits, like when using frogtie, the bits stay above me making me look like a flood thingy from halo ^^.
Thanks for your reply. I'll tinker some more with it. ❤️ 

Posted
6 hours ago, Bohri said:

 

Okay, perhaps I set the mods' overwrites wrongly, cause I just get those elongated bits, like when using frogtie, the bits stay above me making me look like a flood thingy from halo ^^.
Thanks for your reply. I'll tinker some more with it. ❤️ 

I know the look. LOL

If you're using a knee fix or unique character it's a bit more involved. I didn't get into the knee fix for Zex, mainly because I wasn't in the mood for full FG mess.

Posted
2 hours ago, izzyknows said:

I know the look. LOL

If you're using a knee fix or unique character it's a bit more involved. I didn't get into the knee fix for Zex, mainly because I wasn't in the mood for full FG mess.

 

After some hours of tinkering, I've come to the conclusion that True Wasteland Body 3BBB isn't compatible :'(. So I'll stop using TWB as base body.

Thanks for mentioning knee fix, as it turned out TWB 3B needed that. ❤️ 

Posted

I'm sorry to be a bother but i have problems building the outfits in Bodyslide.

When i enter bodyslide i can only use a small amount of presets on the outfits and the preset i use for the body does not appear.

Also selecting one of the visible presets does nothing.

So i can't get the outfits from clipping.

Also the slider menu looks way different when i select one of your outfits compared to te rest of selectable outfits (from other mod or base game) in Bodyslide.

Am i doing something wrong?

Posted
7 hours ago, Inshasha said:

When i enter bodyslide i can only use a small amount of presets on the outfits and the preset i use for the body does not appear.

 

I can't tell for sure without seeing the presets, but it sounds like you are using presets for a body other than Fusion Girl.  The KFT outfits only support Fusion Girl presets.

Posted

It's hard to operate when it limits the use of pip-boy. I get that that it's for immersion. But the way Fallout is made, the pipboy is quite needed doing anything really. Like using items that mods use for settings and stuff.
Since there isn't any like debug-mode in the MCM, know of any console commands I can use to enable pipboy while hands are bound?

 

And is there a chest with all items? If so, what's it called so I could spawn it.

 

❤️ 

Posted
16 minutes ago, Bohri said:

Sice there isn't any like debug-mode in the MCM, know of any console commands I can use to enable pipboy while hands are bound?

 

Disabling the pipboy is integral to the mod, it is by design not supposed to happen.  If you really need it you might be able to equip the pipboy on yourself with player.equipitem 21b3b then open the pipboy menu with cf ui.openmenu "PipBoyMenu"

 

20 minutes ago, Bohri said:

And is there a chest with all items? If so, what's it called so I could spawn it.

 

No, but all the items are buildable at the chemistry workbench.

Posted
44 minutes ago, Bohri said:

Since there isn't any like debug-mode in the MCM

IF you really need to get into the Pip-Boy, set the MCM>Debug>Set Global Unlock to On and struggle out of the restraint. It's a temporary setting and will reset to Off when the next item is equipped.

Posted (edited)

Thank you both. I noticed the Global Unlock just now and felt stupid for claiming ''there was no debug-mode''. I only tried it on one item, so didn't realize it was temporary. Feel a little less stupid now. Why is it temporary? ❤️ 

I love the mod by the way, a little bare-bone MCM, but the rest is superb! :)

 

 

(edit:) I tested a bit now, yeah it's hassle to keep enabling the global unlock every time, and it didn't work at all with the fuckdolls. (And pip-boy didn't even work with the no-leg fuckdoll, where just the legs are amputated. And the arms aren't bound ^^). I do love the amputations though, nice additions! 👍

 

 

image.png.b53c8f1549ff6d0922524688ea6055c9.png

Edited by Bohri
Continuation
Posted

ok am I doing something wrong I can't find the amputee ones anywhere is there a prerequisite or something? I can craft everything else but the amputee ones are just not there.

Posted
50 minutes ago, Protohybrid said:

ok am I doing something wrong I can't find the amputee ones anywhere is there a prerequisite or something? I can craft everything else but the amputee ones are just not there.

You can make it in the workbench temporarily. In the future, there will be the function of amputation, please stay tuned

Posted
On 8/4/2024 at 8:11 AM, REB85 said:

You were right, thank you. Only it was not a weapon mod, but ZaZOut4 in which for some reason (?) they placed a skeleton and scripts that it did not need. After updating to the repack, everything worked out. 
But there is another small problem, it looks like this: 
Screen-Shot989.png

 

On 8/4/2024 at 10:10 AM, vaultbait said:

 

Ah, yes I didn't even think to mention that because it got corrected years ago in the repack (the old version also included scripts that conflicted with newer ones from F4SE, generally breaking AAF). I wrongly assumed nobody was using that ancient version of ZazOut4 because The Fucking Manual links to the repack rather than the broken original.

 

REB85, did you ever find a fix for this problem of the top rope "cutting" into the upper chest?

 

I'm having the same problem when messing around with bodyslide. I know everything looks good with the FG kziitd presets, but I'm trying to get a preset with higher up breasts to work, but moving the breasts up causes them to be "dug into" like what's shown in REB85's pictures above. The top ropes seem to be statically locked to their current position and there seems to be no bodyslide slider that allows them to move outwards and not cut into the chest. Is there any way to allow the top rope across the chest to move outward and not dig into the body like that?

 

My main reason for wanting this is to have some way (a bodyslide slider perhaps) to be able to move those top ropes across the chest outwards so that they show over clothing that's worn together with these restraints. I expect clipping with outfits and restraints together of course, but since it digs in so deep like this, the ropes always show under the clothes even with the same bodyslide preset and tight clothes. Is this possible to fix?  

 

I did think of making the restraint presets larger than the clothing preset in bodyslide, but then the nude skin with the rope would show through the clothes, especially since that top torso rope doesn't seem to move outwards much with any bodyslide slider. 

 

Amazing mod by the way. Brought me back to FO4 :)

 

 

Posted

Hello, quick question.  I have an outfit I want to define and work as a harness device.  Can I use the same process that I use to assign SAKR keywords of adding the Master and then assigning the keywords?  I just wanted to ask because there seems to be several types of variables.  Did you have an outline on this because I didn't see it on the page.

Posted
4 hours ago, DTESSurvivor said:

Hello, quick question.  I have an outfit I want to define and work as a harness device.  Can I use the same process that I use to assign SAKR keywords of adding the Master and then assigning the keywords?  I just wanted to ask because there seems to be several types of variables.  Did you have an outline on this because I didn't see it on the page.

 

In addition to the keywords, you'll need to add the KZEB_Accessory script and its properties to the ARMO record.  Take a look at the Harness-01 item to see how that looks, it's not very complicated.

Posted
8 hours ago, DTESSurvivor said:

Hello, quick question.  I have an outfit I want to define and work as a harness device.  Can I use the same process that I use to assign SAKR keywords of adding the Master and then assigning the keywords?  I just wanted to ask because there seems to be several types of variables.  Did you have an outline on this because I didn't see it on the page.

The easiest way is to copy the armor addon and armor of the KFT item you want to add to your esp.
Then modify the nif path of the copied armor addon to your item path, and modify the models item of the armor to your new armor addon item.
At this point, an item of the same type as the original KFT item, but with different names and nifs, has been added to your esp. The scripts and keywords of the item will be inherited.
If you know more, you can also "copy and overwrite" the level item of the copied kft item to your esp. And add the armor you just added to it, so that other mods will know the existence of your item. Because your esp not only adds the same type of KFT items, but also makes an additional patch for the original KFT level item where the item is located.
This is actually the principle of KFT updating and adding more content in the future, but this time it is in your personal esp.
Of course, KFT is its master.

Posted
5 hours ago, kziitd said:

The easiest way is to copy the armor addon and armor of the KFT item you want to add to your esp.
Then modify the nif path of the copied armor addon to your item path, and modify the models item of the armor to your new armor addon item.
At this point, an item of the same type as the original KFT item, but with different names and nifs, has been added to your esp. The scripts and keywords of the item will be inherited.
If you know more, you can also "copy and overwrite" the level item of the copied kft item to your esp. And add the armor you just added to it, so that other mods will know the existence of your item. Because your esp not only adds the same type of KFT items, but also makes an additional patch for the original KFT level item where the item is located.
This is actually the principle of KFT updating and adding more content in the future, but this time it is in your personal esp.
Of course, KFT is its master.

I don't want to do it that way because then I lose the properties of the outfit.  If I am able to apply your mod to the outfit then we can have an actual Vault Tec Slave suit that you cannot take off.   While I have your attention, I don't suppose you plan on including any collars? 🙂

Posted (edited)
9 hours ago, EgoBallistic said:

 

In addition to the keywords, you'll need to add the KZEB_Accessory script and its properties to the ARMO record.  Take a look at the Harness-01 item to see how that looks, it's not very complicated.

Is there a way to just copy-paste all of this?  Looks pretty intimidating to me, once I get down to adding the values I have no idea what to do.

Edited by DTESSurvivor
Posted

@kziitd @EgoBallistic I hope you don't mind with me tampering with your OG mesh file, but I found it sexy for the hood gag to have an open eyes mesh, in this example, the mouth zipper variant. Here I delete the eye vertex area to reveal that beautiful eyes, and make it even more skintight to better fit my char, let me know what you think about it

Fallout 4 Screenshot 2024.10.12 - 04.49.29.66.png

Fallout 4 Screenshot 2024.10.12 - 04.49.47.91.png

Fallout 4 Screenshot 2024.10.12 - 04.57.30.32.png

Fallout 4 Screenshot 2024.10.12 - 04.58.27.06.png

Fallout 4 Screenshot 2024.10.12 - 04.57.24.77.png

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...