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Posted (edited)

i am so fucking tired of trying to convert this pos mod to twb... fucking help me.

why is this happening and how do i fix it.

it appears fine in bodyslide and outfit studio. it breaks in game.

Fallout411-11-20247_13_42PM.png.c72c41bd7c95a58323430adc8eee7825.pngPreview11-11-20247_15_40PM.png.2de2e07c69abe7b6f640e91704a3b9b2.png

 

edit, the imgs appear broken for me so if it is broken for you, here is imgur link.

https://imgur.com/a/d2nhaXO

Fallout4 11-11-2024 7.13.42 PM.png

Preview 11-11-2024 7.15.40 PM.png

Edited by johntrine
Posted
17 hours ago, johntrine said:

i am so fucking tired of trying to convert this pos mod to twb... fucking help me.

why is this happening and how do i fix it.

It looks like the mesh is stretched due to bone weighting.
KFT's body isn't just posed differently, the mesh that once belonged to the arm bone weights no longer belongs there.

Posted
18 hours ago, johntrine said:

i am so fucking tired of trying to convert this pos mod to twb... fucking help me.

why is this happening and how do i fix it.

it appears fine in bodyslide and outfit studio. it breaks in game.

Fallout411-11-20247_13_42PM.png.c72c41bd7c95a58323430adc8eee7825.pngPreview11-11-20247_15_40PM.png.2de2e07c69abe7b6f640e91704a3b9b2.png

 

edit, the imgs appear broken for me so if it is broken for you, here is imgur link.

https://imgur.com/a/d2nhaXO

Fallout4 11-11-2024 7.13.42 PM.png

Preview 11-11-2024 7.15.40 PM.png

Then don’t use this “pos mod”. Problem solved. Lucky you got a helpful reply with that bullshit post.

Posted
57 minutes ago, kziitd said:

It looks like the mesh is stretched due to bone weighting.
KFT's body isn't just posed differently, the mesh that once belonged to the arm bone weights no longer belongs there.

I appreciate your reply, but I do not think the user will know what to do with it.

Posted (edited)
On 10/20/2024 at 4:13 PM, brololo said:

i have the mod installed but it doesnt come with any bodyslide files so how can i even build it for my characters fg body 

 

i was blind as fuck had to download the file under clean leather texture would perhaps be handy if that could be renamed to maybe bodyslide files or something

Yeah I just posted something similar because I was looking for a file that said bodyslide. After downloading the compatibility patch, the only Kziitd item I find found in bodyslide is the semen one. I tested the mod it works.  Like I hit the random device option to see if it worked and the tapped arms, and mouth it just shrunk her down to super skinny, and nipple piercings floating in front of her where her boobs should be. So didn't know if I had the ability to get bodysliders so I can build it with the Fusion Girl - SevenNBase or not?

Edited by Nightlistic
Posted
1 hour ago, Nightlistic said:

Yeah I just posted something similar because I was looking for a file that said bodyslide. After downloading the compatibility patch, the only Kziitd item I find found in bodyslide is the semen one. I tested the mod it works.  Like I hit the random device option to see if it worked and the tapped arms, and mouth it just shrunk her down to super skinny, and nipple piercings floating in front of her where her boobs should be. So didn't know if I had the ability to get bodysliders so I can build it with the Fusion Girl - SevenNBase or not?

It's the "file" at the very top you need to download. Or just go here.

Posted (edited)

Needing some help, The body physics r all off when wearing any gear. breasts being stuck & stretched during animations, lagging behind when walking etc. I have all the required mods for it but no matter what i try i cant seem to fix it anyone got an idea how to fix it?? I'm including my current load order just in case.

 

 

Loadorder 11-12-24.txt

Edited by Yuri S Wulfrose
  • 2 weeks later...
Posted
On 11/13/2024 at 9:14 AM, Yuri S Wulfrose said:

Needing some help, The body physics r all off when wearing any gear. breasts being stuck & stretched during animations, lagging behind when walking etc. I have all the required mods for it but no matter what i try i cant seem to fix it anyone got an idea how to fix it?? I'm including my current load order just in case.

 

 

Loadorder 11-12-24.txt 13.07 kB · 2 downloads

did you downloaded discrete female skeleton? uninstall it 

 

Posted
On 10/31/2024 at 10:25 PM, Kruze said:

Sigh. After having tried time and again to create a CBBE conversion of Kziitd Fetish Set... and repeatedly failing... I realize I need to give up and try a different approach.

 

I'll pay a $500 USD bounty to someone who can make a functional conversion.

 

Please, I beg of you!

I just highlight the offer made by this guy, who would rather pay $500 than install the superior Fusion Girl.  😭

 

Just kidding, I hope someone does it for you guys. 

Posted (edited)
On 4/4/2024 at 10:37 AM, EgoBallistic said:

 

If you are seeing strange deformations in the breasts and buttocks areas, most likely it is due to using an incompatible skeleton.  KFT requires the ZeX Skeleton.

i'm using the ZeX skeleton but my models are still torn :[

Edited by guykyfyliy
Posted
22 hours ago, JB. said:

I just highlight the offer made by this guy, who would rather pay $500 than install the superior Fusion Girl.  😭

 

Just kidding, I hope someone does it for you guys. 

 

I have a save game that has been going for several years with somewhere in the neighborhood of 600+ mods (including paid subscription to your NukaWorld). At this point, changing something fundamental like CBBE to FusionGirl is a non-starter if I want to preserve the save (I do). I can't count the amount of tweaking I've done to merge and adapt mods over the years to have this behemoth still functional... but for the life of me, I cannot figure out how to "fix" Kziitd to use CBBE.

 

That bounty still stands. You're the first person who has even mentioned it lol.

 

Also -- can't thank you enough for how great both Nuka World and Commonwealth Slavers are. Fantastic content.

Posted

After taking a long break to play Starfield (with some mod experimentation) I've come back to FO4 and playing around with my custom mod (basically my take on updating Deviously Cursed Wasteland to have traps, equip devices, and change the challenges of removing the devices for both DD and KFT).  This time around I wanted to give VR another shot now that I know more about the game and how mods work in general.  Overall everything is working well but there are two hiccups:

  1. Escape menu doesn't trigger when trying to open the Pip-Boy, it just opens.
  2. Face doesn't morph when a gag is equipped.

For problem 1 I figured out in the VR game you can call RegisterForKey in scripts but the controller button presses do not trigger the "classic" key press event.  They seem to be directly hard wired into the game.  In my mod I added an event to catch controller button presses, thanks to Fallout4 VR Tools, and then I can trigger the escape menu from my mod.

 

Problem 2 is a bit tougher to solve.  Normally this wouldn't matter as you are playing in 1st person but there is a selfie mode with FRIK which lets you see your body and equipped items.  Looking at your script source you use LL_FourPlay.MfgApplyMorphSet but with VR the LL FourPlay community plugin doesn't work.  I was able to download that source code, strip it back to just the morphs, and build a copy for F4SEVR that runs.  Things were looking good but I run into a problem trying to get the morph data.  The following line always returns nullptr:

 

float *unk3C8 = (float *)data08->unk00[0x3C8 >> 3];
if (!unk3C8) {
	return nullptr;
}

 

After trying various things for several hours my assumption is that for the VR game it doesn't use or support MFG Morphs.  It could also be related to the game not being aware of 3rd person or the body (which is being added by FRIK I believe) or I did something wrong or cut too much out when stripping back as I'm rusty on C++. 

 

Can you think of any other reason this would not be able to retrieve the morph data or other things I can try?  Since the LL FourPlay plugin has source code comments that you were the one to provide these functions I'm hoping you have some thoughts so I can see the gag morphs when using KFT devices.

 

Thank you for any help you can provide.

Posted
4 hours ago, stickpin said:

Can you think of any other reason this would not be able to retrieve the morph data or other things I can try?  Since the LL FourPlay plugin has source code comments that you were the one to provide these functions I'm hoping you have some thoughts so I can see the gag morphs when using KFT devices.

 

I experimented further and found out that if I use manual console commands, such as "mfg morphs 2 100" then the mouth does move.  Putting together a sample from the armor records of you mods file and running as a batch fully opens the mouth.  So the game is capable and able to morph the character face.  This means there is something wrong with the plugin code or address it is trying to use.  I don't have any idea how to troubleshoot that or find the correct address if it is wrong.  If you have any thoughts to point me in the right direction they would be appreciated.

 

Perhaps I can execute these same console commands from inside the script.  I don't hold a lot of hope otherwise why would it even need to be put in a F4SE plugin for the flat game.

Posted
8 hours ago, stickpin said:

This means there is something wrong with the plugin code or address it is trying to use.  I don't have any idea how to troubleshoot that or find the correct address if it is wrong.  If you have any thoughts to point me in the right direction they would be appreciated.

 

I have to guess here that in FO4VR the Actor and/or MiddleProcess are different so that data08->unk00[0x3C8 >> 3] no longer points to the correct place.  It might be possible to figure out the correct offset by comparing the structs in CommonLibF4 and CommonLibF4 for VR.

Posted
2 hours ago, EgoBallistic said:

 

I have to guess here that in FO4VR the Actor and/or MiddleProcess are different so that data08->unk00[0x3C8 >> 3] no longer points to the correct place.  It might be possible to figure out the correct offset by comparing the structs in CommonLibF4 and CommonLibF4 for VR.

 

Hmm, best I can tell looking at the various source's stucts everything should be lining up.  Both F4SE and F4SEVR have the same structure for Actor and the sub-parts.  Also both CommonLibF4 and CommonLibF4 for VR have the same structure for Actor and the sub-parts.  I'm not super familiar with the convention but it looks like comments in the source after each member definition point to the offset location of the data.  If that is so then here's how they compare walking the member pointers from the actor to the target data:

 

F4SE/F4SEVR                                                                  CommonLibF4/CommonLibF4 for VR

Actor                                                                              Actor

MiddleProcess * middleProcess;        // 300                  AIProcess* currentProcess;                                       // 300

Data08 * unk08;                                 // 08                    MiddleHighProcessData* middleHigh;                     // 08

UInt64    unk00[0x280 >> 3];            // 000

unk00[0x3C8 >> 3]                                                        BSFaceGenAnimationData* faceAnimationData;     // 3C8

 

I built the plugin for the flat version using F4SE and tried a save I have.  Everything worked so I know the things I deleted to strip back the plugin didn't cause harm.  It's almost as if when the VR game sends the actor data to the plugin (via the Papyrus script call to native function) it doesn't include the pointer to the morph data even though it exists as part of the game.  That seems a weird thing for them to do (cutting away data) but perhaps getting the pointer was extra work and they figured it wouldn't be needed since it's VR.  I'll probably keep poking at it here and there and perhaps as my knowledge grows I can figure it out some day.

 

I did come up with a hacky non-code workaround for this.  I created text files to morph for a typical open and close state.  These can be run via the console.  Then I turned on the built in hotkey system and assigned keys to run those through the console.  Then I assigned some controller buttons to the keys with a different tool since you can't directly bind keys to VR controllers.  This effectively means I can manually open and close the mouth as needed.  It not perfect since it's manual and the things that reset morphs (like speaking) means I'll have to do them again but I can get the look if I want to.

 

Anyway thanks for you thoughts.    You have produced a great mod that works well even in drastically different game versions, like VR.  In trying to work through this by adding random devices I came across a few nice ones I hadn't seen before which was a pleasant surprise.

Posted
On 11/24/2024 at 6:03 AM, EgoBallistic said:

 

I have to guess here that in FO4VR the Actor and/or MiddleProcess are different so that data08->unk00[0x3C8 >> 3] no longer points to the correct place.  It might be possible to figure out the correct offset by comparing the structs in CommonLibF4 and CommonLibF4 for VR.

 

FYI I took another stab at this and was able to figure it out.  I logged all the pointers to see which ones were blank and planned to brute force it by trying each valid one.  I got luck on the very first attempt and found it.  Turns out it was only off by 8 bytes and the next pointer had it.  So for VR the morph data is located at data08->unk00[0x3D0 >> 3].  Now the variety of face morphs for all the devices show up and I don't have to use my manual work around that never quite fit well (due to different morphs needed). 

Posted

I have no idea why but everytime I make a npc equp some of the items in this mod they stop walking around and just stands there.

I've installed all of the requirements so I don't know what the issue is.

  • 3 weeks later...

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