DJ_Kitty Posted September 26, 2025 Posted September 26, 2025 6 hours ago, Watermylawn220 said: These are good, mind if I add it to the front download page? Please do, this is my first ever mod so I am little giddy that you like them :3
Hinochi Posted September 27, 2025 Posted September 27, 2025 On 9/23/2025 at 4:06 AM, DJ_Kitty said: Forgot to upload the file, ADHD is kicking my butt  -Edit I spelled incontinent wrong so uh might wanna fix that file I don't wanna do another reupload and spam the forum DLNV VUI+ Vault Girl Icons V1.2.rar 161.77 kB · 4 downloads These are great but they clash with the icons I use. I use Forno's Icons 'cause I like the overall style. Though I'd love an ABDL-themed set of them.
throwaway9900 Posted September 28, 2025 Posted September 28, 2025 3 hours ago, Hinochi said: These are great but they clash with the icons I use. I use Forno's Icons 'cause I like the overall style. Though I'd love an ABDL-themed set of them. I wonder if forno would make anything for this mod
thatonewierdo332 Posted September 29, 2025 Posted September 29, 2025 yknow I was kindove curious, looking in the files I saw theres sounds for walking in a diaper but I never really heard it ingame, I cant tell if its just incomplete or if I installed the mod wrong xd
Watermylawn220 Posted October 2, 2025 Author Posted October 2, 2025 On 9/29/2025 at 3:15 AM, thatonewierdo332 said: yknow I was kindove curious, looking in the files I saw theres sounds for walking in a diaper but I never really heard it ingame, I cant tell if its just incomplete or if I installed the mod wrong xd I was trying to make them crinkle when you walked, but I couldn't quite get it to work. I did end up using those sound files for item pickup/putdown sounds, though. 1
throwaway9900 Posted October 18, 2025 Posted October 18, 2025 (edited) On 9/17/2025 at 8:23 AM, throwaway9900 said: i got bored to make the ttw addon so i might switch gears to adding pants pooping. i kind of did it, before it didn't show the texture but now nothing happens, i wonder if anyone has any solutions  here is the code also Quote scn aaPantsPoopAndPeeScript  int swaptrigger ref armor1  begin gamemode       set armor1 to Player.GetEquippedItemRef 2       if Player.GetEquippedObject 2 == 0 || armor1.isinlist PoopAndPissableClothes == 1       if player.GetEquipped VaultSuit101 == 1          if player.GetEquippedCurrentHealth 2 > (getbasehealth VaultSuit101 * 0.8)             SwapTextureEx player "PissPoopState:1" "Armor\vaultsuit\outfit101f" 0          endif          if player.GetEquippedCurrentHealth 2 > (getbasehealth VaultSuit101 * 0.6)             SwapTextureEx player "PissPoopState:1" "PantsPoop\vaultsuit\outfit101f1a_d" 0          endif          if (player.GetEquippedCurrentHealth 2 > (getbasehealth VaultSuit101 * 0.4) && player.GetEquippedCurrentHealth 2 <= (getbasehealth VaultSuit101 * 0.75))             SwapTextureEx player "PissPoopState:1" "PantsPoop\vaultsuit\outfit101f2a_d" 0          endif          if (player.GetEquippedCurrentHealth 2 > (getbasehealth VaultSuit101 * 0.2) && player.GetEquippedCurrentHealth 2 <= (getbasehealth VaultSuit101 * 0.5))             SwapTextureEx player "PissPoopState:1" "PantsPoop\vaultsuit\outfit101f3a_d" 0          endif          if player.GetEquippedCurrentHealth 2 <= (getbasehealth VaultSuit101 * 0.2)             SwapTextureEx player "PissPoopState:1" "PantsPoop\vaultsuit\outfit101f4a_d" 0          endif       endif    else          endif end and yes this is at least sort of ripped from this mod itself, i plan to include it as a dependency though and edit this to make it more original by adding a variable that goes up based on what happens in the potty needs script, so i guess in other words its a test script, hopefully i can make this more efficient.  edit: I can provide more too if one wishes as well Edited October 18, 2025 by throwaway9900
Watermylawn220 Posted October 23, 2025 Author Posted October 23, 2025 On 10/17/2025 at 11:40 PM, throwaway9900 said: i kind of did it, before it didn't show the texture but now nothing happens, i wonder if anyone has any solutions  here is the code also and yes this is at least sort of ripped from this mod itself, i plan to include it as a dependency though and edit this to make it more original by adding a variable that goes up based on what happens in the potty needs script, so i guess in other words its a test script, hopefully i can make this more efficient.  edit: I can provide more too if one wishes as well What is "PissPoopState:1"? The SwapTextureEx command requires the nif block name for the shape that you want to swap the texture of. For the diapers, it's called Diaper:1 because that's what it's called in the .nif file. So, unless you made an entirely new shape, you should instead use "UpperBody" for the nif block name.  There is some gamebryo engine jank, though. Initially my diapers wouldn't change texture, but for some strange reason, adding a base game armor shape to the diaper nif file allowed the swap texture function to work. I have no idea why, and honestly .nif files are still kind of a mystery to me.
throwaway9900 Posted October 24, 2025 Posted October 24, 2025 2 hours ago, Watermylawn220 said: What is "PissPoopState:1"? The SwapTextureEx command requires the nif block name for the shape that you want to swap the texture of. For the diapers, it's called Diaper:1 because that's what it's called in the .nif file. So, unless you made an entirely new shape, you should instead use "UpperBody" for the nif block name. Â There is some gamebryo engine jank, though. Initially my diapers wouldn't change texture, but for some strange reason, adding a base game armor shape to the diaper nif file allowed the swap texture function to work. I have no idea why, and honestly .nif files are still kind of a mystery to me. well i changed the block name, it didn't work though but i am getting closer. heres the filepath btw, this is for the vault 101 suit idk if i need to do anything else to it if its a vault suit from the base game but please do tell me
Watermylawn220 Posted October 24, 2025 Author Posted October 24, 2025 13 hours ago, throwaway9900 said: well i changed the block name, it didn't work though but i am getting closer. heres the filepath btw, this is for the vault 101 suit idk if i need to do anything else to it if its a vault suit from the base game but please do tell me I recommend not changing the block name and using the default .nif file and the default nif block name (UpperBody) in your script. For now, at least. If you're only swapping the texture and not putting in a new shape, then there's not really a point in changing the block names from their defaults. Also make sure "aaPantsPoopAndPeeScript" is a quest script that's always running in the background, just to make sure it's firing.
dave_eagle Posted October 24, 2025 Posted October 24, 2025 So I'm trying to get the diaper "condition" bar to show up just above HP. I downloaded the vault girls icon rar, VUI+ and the dependencies in my mod manager, but it refuses to show up, even on a fresh shave. I also tried organizing the load order.
Watermylawn220 Posted October 24, 2025 Author Posted October 24, 2025 (edited) 2 hours ago, dave_eagle said: So I'm trying to get the diaper "condition" bar to show up just above HP. I downloaded the vault girls icon rar, VUI+ and the dependencies in my mod manager, but it refuses to show up, even on a fresh shave. I also tried organizing the load order. The diaper condition bar only shows up if you're wearing a diaper and after you've "read" the "Potty Training and You" book located in the pickup truck outside Doc Mitchell's house. If you're playing with any mods that tweak the Goodsprings worldspace, be sure to have DLNewVegas after it in the load order Edited October 24, 2025 by Watermylawn220
dave_eagle Posted October 24, 2025 Posted October 24, 2025 1 hour ago, Watermylawn220 said: The diaper condition bar only shows up if you're wearing a diaper and after you've "read" the "Potty Training and You" book located in the pickup truck outside Doc Mitchell's house. If you're playing with any mods that tweak the Goodsprings worldspace, be sure to have DLNewVegas after it in the load order I've done all that, the mod is working perfectly, aside from the condition bar Â
Watermylawn220 Posted October 24, 2025 Author Posted October 24, 2025 39 minutes ago, dave_eagle said: I've done all that, the mod is working perfectly, aside from the condition bar  Well, I can't replicate the glitch on my end. Can I see your mod load order?
dave_eagle Posted October 24, 2025 Posted October 24, 2025  1 hour ago, Watermylawn220 said: Well, I can't replicate the glitch on my end. Can I see your mod load order? Only way i could figure out how to share images, but here  Link to screenshots
Watermylawn220 Posted October 25, 2025 Author Posted October 25, 2025 52 minutes ago, dave_eagle said:  Only way i could figure out how to share images, but here  Link to screenshots Where's SUP NVSE? https://www.nexusmods.com/newvegas/mods/73160  Also, note that playing with incontinence mode enabled will hide the bladder and bowel bars.
dave_eagle Posted October 25, 2025 Posted October 25, 2025 42 minutes ago, Watermylawn220 said: Where's SUP NVSE? https://www.nexusmods.com/newvegas/mods/73160 Â Also, note that playing with incontinence mode enabled will hide the bladder and bowel bars. That fixed it, thank you! 1
throwaway9900 Posted October 25, 2025 Posted October 25, 2025 On 10/24/2025 at 9:21 AM, Watermylawn220 said: I recommend not changing the block name and using the default .nif file and the default nif block name (UpperBody) in your script. For now, at least. If you're only swapping the texture and not putting in a new shape, then there's not really a point in changing the block names from their defaults. Also make sure "aaPantsPoopAndPeeScript" is a quest script that's always running in the background, just to make sure it's firing. i might have forgotten to mention that i did changed the block name to upper body by the time i dd send that message, and i also have the script in a quest, then again maybe im testing this wrong, i think im just typing additemhealfpercent or smn like that and then the item im testing. it could also be the hard coded suit texture that i have the the texture im actually changing so im not sure.
Watermylawn220 Posted October 25, 2025 Author Posted October 25, 2025 1 hour ago, throwaway9900 said: i might have forgotten to mention that i did changed the block name to upper body by the time i dd send that message, and i also have the script in a quest, then again maybe im testing this wrong, i think im just typing additemhealfpercent or smn like that and then the item im testing. it could also be the hard coded suit texture that i have the the texture im actually changing so im not sure. If you're ever not sure if your code is firing or not, then I recommend doing "sanity checks". Basically, in every "if/endif" block, have a PrintToConsole line, that way you can check that the if statements are written properly
throwaway9900 Posted October 26, 2025 Posted October 26, 2025 8 hours ago, Watermylawn220 said: If you're ever not sure if your code is firing or not, then I recommend doing "sanity checks". Basically, in every "if/endif" block, have a PrintToConsole line, that way you can check that the if statements are written properly i did the thing with the sanity checks, it seemed to have mostly gone through as i wanted apart from the fact it was going to the texture i had set for when it was above 80% health before switching to the wrong one i guess. when i got rid of the texture that would normally be there nothing happened. so uhh yea.
Watermylawn220 Posted October 27, 2025 Author Posted October 27, 2025 23 hours ago, throwaway9900 said: i did the thing with the sanity checks, it seemed to have mostly gone through as i wanted apart from the fact it was going to the texture i had set for when it was above 80% health before switching to the wrong one i guess. when i got rid of the texture that would normally be there nothing happened. so uhh yea. Now that makes sense because the line "if player.GetEquippedCurrentHealth 2 > (getbasehealth VaultSuit101 * 0.6)" doesn't have an upper range like the lines that come after it. The game sees the first "if" line and sees that the armor is above 80%, and swaps to the above 80% texture. Then it sees that it's also above 60%, so it swaps to the 60% texture afterwards. I also notice that there's overlap in your durability checks, which isn't good. For example, if the armor is at 45% health, it'll swap to "PantsPoop\vaultsuit\outfit101f2a_d" first before swapping to "PantsPoop\vaultsuit\outfit101f3a_d" because it meets the requirements for both if statements. Try it like this: Quote    if Player.GetEquippedObject 2 == 0 || armor1.isinlist PoopAndPissableClothes == 1       if player.GetEquipped VaultSuit101 == 1          if player.GetEquippedCurrentHealth 2 >= (getbasehealth VaultSuit101 * 0.8)             SwapTextureEx player "PissPoopState:1" "Armor\vaultsuit\outfit101f" 0          endif          if (player.GetEquippedCurrentHealth 2 >= (getbasehealth VaultSuit101 * 0.6) && player.GetEquippedCurrentHealth 2 <= (getbasehealth VaultSuit101 * 0.79))             SwapTextureEx player "PissPoopState:1" "PantsPoop\vaultsuit\outfit101f1a_d" 0          endif          if (player.GetEquippedCurrentHealth 2 >= (getbasehealth VaultSuit101 * 0.4) && player.GetEquippedCurrentHealth 2 <= (getbasehealth VaultSuit101 * 0.59))             SwapTextureEx player "PissPoopState:1" "PantsPoop\vaultsuit\outfit101f2a_d" 0          endif          if (player.GetEquippedCurrentHealth 2 >= (getbasehealth VaultSuit101 * 0.2) && player.GetEquippedCurrentHealth 2 <= (getbasehealth VaultSuit101 * 0.39))             SwapTextureEx player "PissPoopState:1" "PantsPoop\vaultsuit\outfit101f3a_d" 0          endif          if player.GetEquippedCurrentHealth 2 <= (getbasehealth VaultSuit101 * 0.19)             SwapTextureEx player "PissPoopState:1" "PantsPoop\vaultsuit\outfit101f4a_d" 0          endif       endif    else          endif Â
throwaway9900 Posted October 28, 2025 Posted October 28, 2025 7 hours ago, Watermylawn220 said: Now that makes sense because the line "if player.GetEquippedCurrentHealth 2 > (getbasehealth VaultSuit101 * 0.6)" doesn't have an upper range like the lines that come after it. The game sees the first "if" line and sees that the armor is above 80%, and swaps to the above 80% texture. Then it sees that it's also above 60%, so it swaps to the 60% texture afterwards. I also notice that there's overlap in your durability checks, which isn't good. For example, if the armor is at 45% health, it'll swap to "PantsPoop\vaultsuit\outfit101f2a_d" first before swapping to "PantsPoop\vaultsuit\outfit101f3a_d" because it meets the requirements for both if statements. Try it like this:  i tried this and while it did fix the issues with it switching between 2 textures, it still doesn't switch, which is strange
Watermylawn220 Posted October 28, 2025 Author Posted October 28, 2025 16 hours ago, throwaway9900 said: i tried this and while it did fix the issues with it switching between 2 textures, it still doesn't switch, which is strange Well, I don't really know what to tell you then. I went in and tested it, and it worked fine for me. I didn't touch the vault suit's nif file, just used the vanilla one in the game already. For the textures, I just duplicated some of the diaper textures and renamed them (just for the sake of testing). There was a short delay, but that's likely just the "Script Processing Delay" from the Quest dialog. Attached is the esp file if you want to take a deeper look:Â ExampleMod.rar Which leads me to think it's an issue with either your textures or your tinkering with the .nif file. If you want to send me your texture files, I'll see if they're the culprit. ExampleMod.rar
throwaway9900 Posted October 29, 2025 Posted October 29, 2025 ok i got it working now, as it turned out i think i was checking the armor wrong, as well as the way the scripts where saving being borked, it works now  i will also say that it appears having used diapers on npcs can be done, one just needs the reference id of whoever they plan to give the used diaper texture
Watermylawn220 Posted October 29, 2025 Author Posted October 29, 2025 9 hours ago, throwaway9900 said: i will also say that it appears having used diapers on npcs can be done, one just needs the reference id of whoever they plan to give the used diaper texture Yeah, I know it can be done, I just didn't do it because finding an NPC wearing a diaper is already somewhat rare; and if they are wearing a diaper, it's hidden under their normal armor. But, if I were to add some kind of diaper raider faction, then I would've bothered
throwaway9900 Posted October 29, 2025 Posted October 29, 2025 1 hour ago, Watermylawn220 said: Yeah, I know it can be done, I just didn't do it because finding an NPC wearing a diaper is already somewhat rare; and if they are wearing a diaper, it's hidden under their normal armor. But, if I were to add some kind of diaper raider faction, then I would've bothered thats fair enough, i think i might do that with cherry for the ttw port of this if given the chance but im not to sure.
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