idkmanyolo Posted August 21, 2025 Author Posted August 21, 2025 (edited) 4 hours ago, vranina said: New day new problems... I decided to use body slide to match the clothes to the bodies. Now the bodies are always green and the heads are a different color, sometimes blue, sometimes green. I tried reinstalling Skadi, this mod, a much earlier save... no effect. What did I manage to mess up this time and is there a chance to fix it. Phew, I fixed it. It turned out that the body slide had the fsp body check mark, so I removed it and only fg fsm body slide remained and the colors came back. Hair problem. With Azar evryfing is ok. Nice. I was going to ask if you were accidentally building the original, non-FG version of the body and overwriting FG_fsm_body, but you figured it out. The azar thing is strange. Did you always have this problem or is it new? Are you using the latest version of azar? SM_Fem.esp is still loading after azarponytailhairstyles.esp, correct? Edit: Maybe I misinterpreted your comment. Is it actually that azar hairs are working, while skadi hairs are broken? Edited August 21, 2025 by idkmanyolo
idkmanyolo Posted August 21, 2025 Author Posted August 21, 2025 (edited) 7 hours ago, travelmedic said: I really don't know the first thing about scripting, but I read the source files and looked through the esp for Just Business and wonder if I figured it out. Unfortunately I'm only just setting up a new game and have no old saves to test this out anymore. If I'm reading things correctly, potential slaves are based on formlists, and there is one formlist in Just Business for super mutants, and another for humans and ghouls. I also looked at the Skadi Half Supermutant companion plugin, and of course half super mutant is a new race, but it uses the human and npc keywords instead of the super mutant keyword like the regular super mutant race. What I did was make two patches. One patch adds half super mutant race to the JB super mutant formlist, and the other patch adds half super mutant race to the human/ghoul formlist. I have no idea if either of them would work. If someone has a hard save already where they want to test these, then uninstall and revert to their earlier hard save, I'll post them here. If one or both of them work, please let us know. The usual caveats apply about not using these on an important save because they may mess up your game. Please, if you try it, best to save near a super mutant spawn location, exit, install one of the patches, enter the game and try, then exit and remove the patch. They are script free and only formlist edits, so probably safe, but I won't be able to test myself for a week or two. Just Business Female Supermutant Patch human version.esp 264 B · 1 download Just Business Female Supermutant Patch.esp 255 B · 2 downloads This is my preferred way to handle races when sending them to a script, so I'm glad this solution appears possible. I'll link to it so people can check it out for themselves. Edited August 21, 2025 by idkmanyolo 1
vranina Posted August 21, 2025 Posted August 21, 2025 12 minutes ago, idkmanyolo said: Nice. I was going to ask if you were accidentally building the original, non-FG version of the body and overwriting FG_fsm_body, but you figured it out. The azar thing is strange. Did you always have this problem or is it new? Are you using the latest version of azar? SM_Fem.esp is still loading after azarponytailhairstyles.esp, correct? With Azar evrythig is ok. The hairstyles are in place. The problem is with Skadi's hairstyles. They're gone. The hairstyles are in place. The problem is with Skadi's hairstyles. They're gone. I've never seen them, I just had other problems in the game (she was starting to get really blurry) and I put them off. Skadi herself has a hairstyle. 1
idkmanyolo Posted August 21, 2025 Author Posted August 21, 2025 15 minutes ago, vranina said: With Azar evrythig is ok. The hairstyles are in place. The problem is with Skadi's hairstyles. They're gone. The hairstyles are in place. The problem is with Skadi's hairstyles. They're gone. I've never seen them, I just had other problems in the game (she was starting to get really blurry) and I put them off. Skadi herself has a hairstyle. Ahhh, thank you for being the first to mention this. I didn't put the copy-pasted hair meshes in the archives. I'll fix that and a few other things in a new patch later today. 1
georgechalkias Posted August 21, 2025 Posted August 21, 2025 On 8/20/2025 at 3:17 PM, idkmanyolo said: Thanks, glad to see it can still work in other load orders. You are probably using SCRS which is automatically shrinking the human skeleton and mesh to match the animation. This is what I intend for users, because if the female super mutant stays at 1.2 scale during an animation designed for a 1.0 or 0.98 human, then everything will be really misaligned. You can follow the directions on the SCRS download page to make female super mutants adopt a different scale during animations, but I don't recommend it. This was a compromise I made since I don't have the skills to make a body that looks good while still being suited for the vanilla super mutant skeleton. I'm already using SCRS. I wish there was a way for animations to re-scale or something so that female mutants can retain their size but alas not. What if their animations used SuperMutant instead? I'm not sure if it's feasible. On 8/20/2025 at 3:17 PM, idkmanyolo said: For those npc race mods, do they add any additional race records themselves, or are they just using the ones that are in their requirements? I ask because I'm hitting my plugin limit at the moment and it's inconvenient to test everything out. Are you using the FCOM Violate patch or dlc Violate patch at all? Also, are you using my SM_Fem_Violate.esp or SM_Fem_Violate_dlc.esp? To be honest, I'd like to design a plugin and script that can be more modular and give users more control over this stuff if possible. I'm not sure how to answer that but, uh... Yeah, you will need the required mod AND the generic NPC mod. So, two .esp files. However, I thought you have a separate modlist when you are trying to make and test mods. I'm using DLC violate patch. I'm using your fem violate DLC patch as instructed in the installation. On 8/20/2025 at 3:17 PM, idkmanyolo said: For human resources, I don't know if you downloaded an HR patch like SM_Fem_HR.esp from this mod, or Synth_Fem_HR.esp or Synth_Fem_HR_wServitron.esp from my Female Synths mod, but if so, then you can load the patch you chose in FO4Edit, along with your plugins containing any races you want to work with human resources, add them as masters to the patch and then add the race records to the single list in the patch you opened. If you need help on that front, let me know. I didn't test HR too much yet. I simply loaded test file, went to Mutants' building, surrendered, female mutants worked. Well, until the game crashed but that's another story! I did not check to see if female mutants leave green cums (for moisturize mod).
travelmedic Posted August 21, 2025 Posted August 21, 2025 5 hours ago, idkmanyolo said: This is my preferred way to handle races when sending them to a script, so I'm glad this solution appears possible. I'll link to it so people can check it out for themselves. Thank you for the kind words. Since I'm still building my game and I'm unable to test it yet (like I said before), I'm hoping for feedback good or bad from anyone who tried it. One additional thing I thought of is I might need to alter the Armor Addon entry for the collar itself to let the half super mutant race wear it.
idkmanyolo Posted August 21, 2025 Author Posted August 21, 2025 (edited) 1 hour ago, travelmedic said: Thank you for the kind words. Since I'm still building my game and I'm unable to test it yet (like I said before), I'm hoping for feedback good or bad from anyone who tried it. One additional thing I thought of is I might need to alter the Armor Addon entry for the collar itself to let the half super mutant race wear it. The half supermutant race can equip any armor that a human can, and if it has no body mesh and is located around areas that don't change in bodyslide, like the wrists or neck, then it works without problem at all. Also, if the body slot on the collar is 46 or 50, then that's perfect. Edited August 21, 2025 by idkmanyolo 1
omegaskin Posted August 21, 2025 Posted August 21, 2025 18 hours ago, travelmedic said: I really don't know the first thing about scripting, but I read the source files and looked through the esp for Just Business and wonder if I figured it out. Unfortunately I'm only just setting up a new game and have no old saves to test this out anymore. If I'm reading things correctly, potential slaves are based on formlists, and there is one formlist in Just Business for super mutants, and another for humans and ghouls. I also looked at the Skadi Half Supermutant companion plugin, and of course half super mutant is a new race, but it uses the human and npc keywords instead of the super mutant keyword like the regular super mutant race. What I did was make two patches. One patch adds half super mutant race to the JB super mutant formlist, and the other patch adds half super mutant race to the human/ghoul formlist. I have no idea if either of them would work. If someone has a hard save already where they want to test these, then uninstall and revert to their earlier hard save, I'll post them here. If one or both of them work, please let us know. The usual caveats apply about not using these on an important save because they may mess up your game. Please, if you try it, best to save near a super mutant spawn location, exit, install one of the patches, enter the game and try, then exit and remove the patch. They are script free and only formlist edits, so probably safe, but I won't be able to test myself for a week or two. Just Business Female Supermutant Patch human version.esp 264 B · 3 downloads Just Business Female Supermutant Patch.esp 255 B · 4 downloads Great, it worked! Thanks! 1
travelmedic Posted August 22, 2025 Posted August 22, 2025 22 minutes ago, omegaskin said: Great, it worked! Thanks! Holy Sh*t really??? I mean, ahem, of course it did... Which one did you try, or did they both work, or did you throw in both together and one of them worked? If I remember right, in JB supermutants automatically start at 100% submission and humans at 0, so that might give a clue. I'd been on the fence about adding yet another mod to my already huge load order, but if Super Mutant Females works with JB with just that simple patch, it's going to be a keeper. 1
omegaskin Posted August 22, 2025 Posted August 22, 2025 3 hours ago, travelmedic said: Puta merda, sério mesmo??? Quer dizer, aham, é claro que sim... Qual você tentou, ou ambos funcionaram, ou você juntou os dois e um deles funcionou? Se bem me lembro, em JB os supermutantes começam automaticamente com 100% de submissão e os humanos com 0, então isso pode dar uma pista. Eu estava em dúvida sobre adicionar mais um mod ao meu já enorme pedido de carregamento, mas se Super Mutant Females funcionar com JB com apenas esse patch simples, ele vai ser um sucesso. Just Business Female Supermutant Patch.esp 1
awson Posted August 22, 2025 Posted August 22, 2025 (edited) How can I make female futa be defined as male in aaf animations? By default, they are defined as female. Thank you so much for the great mod... it's really cool Edited August 22, 2025 by awson
idkmanyolo Posted August 22, 2025 Author Posted August 22, 2025 1 hour ago, awson said: How can I make female futa be defined as male in aaf animations? By default, they are defined as female. Thank you so much for the great mod... it's really cool That would require removing the female flags on a bunch of npcs, but unfortunately, to get clothing to work, all of the meshes would need to be imported to the male model section of the armor addons through creation kit (ideally in a dummy esp, then copied over between records because saving the plugin in creation kit will often screw up form IDs). Head parts would also need to be imported into new records and then selected for npcs, because male stuff sits a little higher. Some female super mutant body armor addons would also need their meshes imported in the male model section. Support for human resources would break and AAF Violate Voices would give them male voices. Can I ask why you require this? If it's about strap-ons, the script it comes with should remove most strap-ons that spawn during scenes, but any that appear inside the same animation are probably the result of FF_activity or another such tag occurring in a second/third/fourth animation called within an animation group. There is probably a way to tell AAF in the equipmemtData to completely ignore strap-ons for this race altogether. 1
awson Posted August 22, 2025 Posted August 22, 2025 (edited) 36 minutes ago, idkmanyolo said: Spoiler Для этого нужно было бы убрать женские флаги у множества неигровых персонажей, но, к сожалению, чтобы одежда работала, все сетки нужно было бы импортировать в раздел мужских моделей аддонов брони через Creation Kit (в идеале — в фиктивный ESP, а затем скопировать между записями, потому что сохранение плагина в Creation Kit часто приводит к сбою идентификаторов форм). Части головы также нужно было бы импортировать в новые записи, а затем выбрать для неигровых персонажей, потому что мужские части головы расположены немного выше. Некоторым аддонам с женской броней супермутантов также потребуется импортировать сетки в раздел мужских моделей. Поддержка человеческих ресурсов будет отключена, а AAF Violate Voices будет использовать мужские голоса. Могу я спросить, зачем вам это? Если речь идёт о страпонах, то скрипт, который к нему прилагается, должен удалять большинство страпонов, появляющихся во время сцен, но те, что появляются в рамках одной и той же анимации, скорее всего, являются результатом FF_activity или другого подобного тега, используемого во второй/третьей/четвёртой анимации, вызываемой в рамках группы анимаций. Вероятно, в AAF есть способ указать, что для этой расы страпоны должны полностью игнорироваться. I just remembered that in the fashion of Futanari, after a woman was transformed into a Futa, she was identified as a man in AAF. This looks great for active and aggressive Futa. A female mutant is aggressive by default and is more suitable for a male style. I really like their fighting style...it's well done, they look more agile than male mutants - very mature for shootouts and immersion. Edited August 22, 2025 by awson
travelmedic Posted August 22, 2025 Posted August 22, 2025 7 hours ago, awson said: How can I make female futa be defined as male in aaf animations? By default, they are defined as female. Thank you so much for the great mod... it's really cool There's a mod here on LL called AAF Gender Select that probably does what you're looking for. The game treats the NPCs as female, but gives them an AAF male flag for purposes of animations. 1
ExScysm Posted August 23, 2025 Posted August 23, 2025 Is there a way I can stop them from spawning with the armor already equipped, or at least to make it less common. It feels like I'm fighting someone in power armor anytime I encounter a female super mutant.
idkmanyolo Posted August 23, 2025 Author Posted August 23, 2025 14 minutes ago, Zer0TheHer0 said: Is there a way I can stop them from spawning with the armor already equipped, or at least to make it less common. It feels like I'm fighting someone in power armor anytime I encounter a female super mutant. Go to this record in addSM_Fem.esp and either delete the highlighted entries or increase their "chance none" from 0 to something higher.
ExScysm Posted August 23, 2025 Posted August 23, 2025 2 hours ago, idkmanyolo said: Go to this record in addSM_Fem.esp and either delete the highlighted entries or increase their "chance none" from 0 to something higher. Thanks! I havent messed with leveled lists so I didnt know to use this program. I appreciate it!
vranina Posted August 23, 2025 Posted August 23, 2025 22 hours ago, awson said: How can I make female futa be defined as male in aaf animations? By default, they are defined as female. Thank you so much for the great mod... it's really cool Despite my bad English, I will try to say something. If we are talking about Just Business or Violet, it doesn't matter if it's a man or a woman, they will in any case be dominant in aaf scenes with the defeated player. If we are talking about captives with Just Business - the captives are always passive regardless of gender. The only case in which you will see a difference is if they are settlers and the aaf scenes take place during autonomy. But even there, randomly one of the actors is active, the other passive. I don't know if it is possible to set it up so that the human woman is always passive, and the super mutant is always active. 1
cockroach666 Posted August 24, 2025 Posted August 24, 2025 this, combined with the just business mod... 1
youngbloodjulius Posted August 29, 2025 Posted August 29, 2025 Got Violate to work properly on the female Super Mutants🤗 But my issue is now that HR says that "enslavement isnt supported with this race". I have: SM_Fem_HR.esp (activated) Synth _Fem_HR_wServitron (activated) I read in your description that I should "merge" those two plug-ins together to avoid conflicts of overriding each other. But using ZEdit, it did not allow me two merge those two esp. together. I get the following message: "There was a critical error during plugin/resource loading" Am I missing something here? Any help is appreciated as getting HR to work on humans + muties + synths + servitrons would be goated
travelmedic Posted August 29, 2025 Posted August 29, 2025 (edited) 1 hour ago, youngbloodjulius said: Got Violate to work properly on the female Super Mutants🤗 But my issue is now that HR says that "enslavement isnt supported with this race". I have: SM_Fem_HR.esp (activated) Synth _Fem_HR_wServitron (activated) I read in your description that I should "merge" those two plug-ins together to avoid conflicts of overriding each other. But using ZEdit, it did not allow me two merge those two esp. together. I get the following message: "There was a critical error during plugin/resource loading" Am I missing something here? Any help is appreciated as getting HR to work on humans + muties + synths + servitrons would be goated I don't use Servitron or Human Resources, but if they're similar to Just Business and use formlists, you can fix this in FO4Edit (xEdit) in just a couple of minutes. First, I'll assume you know how to install and start FO4Edit properly with whatever mod manager you're using. If not, check out Gamer Poets on Youtube for a video on how to do that. Second, make sure you back up or have a good save of the unaltered plugins you're about to work on. This process is easy, but it's good to be safe. Third, start up FO4 Edit, and you can either load up your entire load order when it prompts, or right click to "select none" and then hand pick your Human Resources, Female Supermutant and Servitron main mods and all the patches. Once it's loaded, find your FSM HR and FSM Servitron patches. Whichever one comes first, hit the little + button next to it to expand it. When it expands, one of the rows you should see will be "FormID Lists" (this assumes it's similar to Just Business). If it is formlist based, the row should be colored yellow or red. Here is an example from the FSM/JB patch I made if you've never used FO4Edit before: Once you can see that, you'll probably see one list that contains Servitrons, and one list that contains FSM. In the right pane (where you see all the yellow and green in my photo) drag the needed entry from the column for your first patch into the column for your second patch. My photo is not a perfect recreation of what you'd be looking at, but it would be dragging something from the (in my photo example) Just Business column across into the Just Business FSM column. When you do that, first you'll get a popup from FO4Edit with a short timer asking you if you're sure you really want to do that. Click Yes. Then you'll get a popup asking you if you want to add something to the patch you just altered as a Master. Again, click Yes. You can then close out FO4Edit and save. There is a checkbox on the save window that will also allow you to backup your plugins. More backups don't hurt. Edited August 29, 2025 by travelmedic
travelmedic Posted August 29, 2025 Posted August 29, 2025 Even if you've never used FO4Edit before, what I just showed you is only drag and drop, and an easy way to introduce you to it. Maybe zEdit has the same functionality, don't know, never used it. PS, You'll want the backup saved just in case in the future you decide you don't want to have synths and FSM and Servitrons all capturable by HR. You'd then still have the original plugin without the added master. (You could also have just made a patch, but that's slightly more involved (but not by much))
idkmanyolo Posted August 29, 2025 Author Posted August 29, 2025 (edited) 23 hours ago, youngbloodjulius said: Got Violate to work properly on the female Super Mutants🤗 But my issue is now that HR says that "enslavement isnt supported with this race". I have: SM_Fem_HR.esp (activated) Synth _Fem_HR_wServitron (activated) I read in your description that I should "merge" those two plug-ins together to avoid conflicts of overriding each other. But using ZEdit, it did not allow me two merge those two esp. together. I get the following message: "There was a critical error during plugin/resource loading" Am I missing something here? Any help is appreciated as getting HR to work on humans + muties + synths + servitrons would be goated Editing mods with FO4Edit comes in handy very often and you can try to follow the directions in the response you got or start looking up skills on youtube (how to add masters, how to edit records, etc), but for now, you can have the file I'm using. It adds gen1 and gen2 synths, servitrons, and both super mutant female races to the Just Business (edit: scratch that, I mean Human Resources) FormList. Just let it overwrite your current version of Synth _Fem_HR_wServitron.esp and make sure you don't have another mod that conflicts with it. Synth_Fem_HR_wServitron.esp Edited August 30, 2025 by idkmanyolo
cockroach666 Posted August 29, 2025 Posted August 29, 2025 in my head, this is what happens if a pregnant woman is dipped in FEV.
msmfoster Posted August 29, 2025 Posted August 29, 2025 I remember looking into a futa solution a while back and ended up with mixed results. There might be interest to extend that futa patch to humans including the PC. 1
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