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Posted

Wow. Amazing mod!

<exactly what I've been looking forward since this (https://www.nexusmods.com/fallout4/mods/56790) wore off for me>

 

Quote


During AAF animations, they shrink from 1.2 scale to regular scale because there are no animations that use a human skeleton that big.

 

 

Only one issue for me! they aren't shrinking for me when entering AAF animation... Which is kinda hot for certain animations 😆 - and for others a quick-cheeky "setscale 0.8" fixes it... but I can see that becoming cumbersome.

Anything in particular I can do/watch out for to really force that shrinking when it's going into an animation. am I blind and missed some instruction? 

kindly advise and thank you.

Posted (edited)
7 minutes ago, asdfer1234 said:

Wow. Amazing mod!

<exactly what I've been looking forward since this (https://www.nexusmods.com/fallout4/mods/56790) wore off for me>

 

 

Only one issue for me! they aren't shrinking for me when entering AAF animation... Which is kinda hot for certain animations 😆 - and for others a quick-cheeky "setscale 0.8" fixes it... but I can see that becoming cumbersome.

Anything in particular I can do/watch out for to really force that shrinking when it's going into an animation. am I blind and missed some instruction? 

kindly advise and thank you.

Sorry, the automatic rescaling requires this to be installed: 

 

Edited by idkmanyolo
Posted

Yesterday I tested Autonomy, but I didn't see a single animation with half-mutants. What's worse is that the author of Autonomy has given up on modding and there will be no update. If any of you have the necessary knowledge, I'll ask them to see if they can add the half-mutants.

Posted

Hi, I decided to dig into the ESP file of the mod, and I hope the author doesn't mind. For some reason, I don't have MSWP in ARMA (I wanted to add more skin colors, but I couldn't :D If the author is interested, I can share the textures, although they are for FG).

image.png

Posted
4 hours ago, JustKi11er said:

Hi, I decided to dig into the ESP file of the mod, and I hope the author doesn't mind. For some reason, I don't have MSWP in ARMA (I wanted to add more skin colors, but I couldn't :D If the author is interested, I can share the textures, although they are for FG).

image.png

image.png.48a7cae49e429e7558f6d4624d3427cf.png

The material swap is visible in creation kit when you select the female biped model and get the model data window to pop up. I wouldn't make any changes in creation kit, because saving changes here will mess up the record references unless all the master files are marked as ESM. You can create new material swaps or edit them in FO4Edit and save the plugin or patch without issue.

Posted (edited)
On 8/30/2025 at 6:00 AM, vranina said:

Yesterday I tested Autonomy, but I didn't see a single animation with half-mutants. What's worse is that the author of Autonomy has given up on modding and there will be no update. If any of you have the necessary knowledge, I'll ask them to see if they can add the half-mutants.

 

I can't use autonomy because I'm on next-gen and I didn't bother installing robco patcher yet, but I downloaded 3.05 beta to check out the files and did my best. I can't really test anything out, and I can't compile scripts for this mod, so any edits are limited to what's possible by making a patch for the plugin. I have no idea if any of the following changes will work.

 

How do you want the females to behave? I see there is an option for autonomy to handle creatures like super mutants, but in-game, does this mean they pair up with a random human that happens to be in their camp, like from commonwealth captives, or is it only for some other purpose, like to have sex with the player? To get them to behave the way male super mutants do, I added their race as an object to this property in the ae_creatures quest. This is what it looks like before I added the race.

image.png.03684681d9e2865e21b23431c4395ce1.png

 

To make them interact with each other, I made the mod think that they are intelligent non-feral ghouls, so the mod shouldn't use any actual ghouls anymore. Make sure non-feral ghouls are allowed in the autonomy MCM. I don't think this will make them interact with any male super mutants, but maybe it works with npcs in the camp, like from commonwealth captives. I also made them part of the institute faction, in case being part of a human faction was a prerequisite. If my patch does work, it should work with female mutants you turned into settlers (I assume your mod gives them the WorkshopNPCFaction) and with any newly spawning females. If having a faction is not a requirement, then all of them should work (If this patch actually works). One potential issue is that I told the mod to treat them as both ghouls and super mutants, so there might be a conflict there. If they only behave as super mutants do, and not people, then you can remove their race from the property pictured above and see if that helps.

 

Edit: I replaced the first archive I attached with another one. The first one gave template mutants an extra faction they didn't need but it shouldn't make a big difference either way.

 

SM_Fem_autonomy_test 1.01.rar

Edited by idkmanyolo
Posted

Version 3.305 didn't want to work for me at all. I personally use 2.8 because it is recommended as the most stable, and at least it works for me. Unfortunately, it was impossible to test your patch because the autonomy itself didn't want to work.

Posted
1 hour ago, vranina said:

Version 3.305 didn't want to work for me at all. I personally use 2.8 because it is recommended as the most stable, and at least it works for me. Unfortunately, it was impossible to test your patch because the autonomy itself didn't want to work.

 

If you're using 2.8, are you using the SPID or Robco Patcher edition?

 

I've been thinking about this myself, and wondering if it's as simple as updating the ini files to add FHSM races for the perk distribution.

 

15 hours ago, idkmanyolo said:

How do you want the females to behave? I see there is an option for autonomy to handle creatures like super mutants, but in-game, does this mean they pair up with a random human that happens to be in their camp, like from commonwealth captives, or is it only for some other purpose, like to have sex with the player? To get them to behave the way male super mutants do, I added their race as an object to this property in the ae_creatures quest. This is what it looks like before I added the race.

 

 

 

I can't speak for @vranina but in the past I used Just Business to capture a few of the named male Super Mutant bosses, and then make them guards in some settlements.  With Autonomy Enhanced, they would then have sex with female settlers.  In older versions of AE, I'm not sure if the player could ever get involved or not (I used SexEmUp for that).

Posted
10 hours ago, travelmedic said:

 

If you're using 2.8, are you using the SPID or Robco Patcher edition?

 

I've been thinking about this myself, and wondering if it's as simple as updating the ini files to add FHSM races for the perk distribution.

 

 

 

I can't speak for @vranina but in the past I used Just Business to capture a few of the named male Super Mutant bosses, and then make them guards in some settlements.  With Autonomy Enhanced, they would then have sex with female settlers.  In older versions of AE, I'm not sure if the player could ever get involved or not (I used SexEmUp for that).

I managed to get 3.05 to work. While there is a NG alpha release of RobCo patcher it works well for Skimpy Armor checks, but crashes for autonomy. 

 

So you have to use the NG version of SPID. You also need to dial up the settings, otherwise it rarely triggers. 

Posted

I loved the fact that Big Mac was converted to a female! Allowed me to capture 'her' and add to my named raider and misfits brothel. 

 

Shame that Hammer was still male. Can you make it a setting? Because I'd love to add them to the collection. 

Posted

Hi, i tried to use this mod, and i have to ask, does this work with Human Resources, cause i tried to use the enslavement thing and even used the command you mentioned, but it said that it doesnt recognize the race and cant enslave them. I also got the recent mod that makes it easier to add the race in and use the mod so i just had to ask if im doing something wrong or if it doesnt work like that

Posted
1 hour ago, LewdTanks said:

Hi, i tried to use this mod, and i have to ask, does this work with Human Resources, cause i tried to use the enslavement thing and even used the command you mentioned, but it said that it doesnt recognize the race and cant enslave them. I also got the recent mod that makes it easier to add the race in and use the mod so i just had to ask if im doing something wrong or if it doesnt work like that

You're able to get the females to surrender for AAF Violate, correct? Did you install "SMFem_Frequency and HR 1.0.1.rar"? After you did that, is SM_Fem_HR.esp enabled in the load order? Are you sure you don't have any other mods that alter race compatibility for human resources? In case you do, make sure you move the SM_Fem_HR.esp to around the end of your load order so it covers up any conflicting mod (and then you can add other races to the plugin later).

 

If the recent mod that makes it easier to add races is the "AAF Patch - Custom Races & More Victims", you need to make sure you edited the plugin it came with to add the correct race to two formlists: humanoid races + victims and aggressor races. But that's just for Violate. You need SM_Fem_HR.esp for them to work with human resources. If you did all that and they still don't respond to baton swings, then use the Alternative Enslavement Method mod: 

 

Posted (edited)

Once again, it's great that I've finally figured out the creation kit and am ready to release a slightly modified version of this mod.
Changes:
-New red skin supermutants
-Unique skins for behemoths namely glowing, ancient, and epic
Bugs:
1. there was a problem with head hair, even though I was using the latest patch !!!
2. Skins are generally only suitable for FG
3. also when using the SM_Fem_All.esp and SM_Fem_More.esp plugins
new versions of super mutants will not appear

Download:
https://drive.google.com/file/d/1XjB1J2S0PV6TOCDQF5U-KCD8lrE95Vag/view?usp=sharing
Install: 
it is installed on top of the main mod with file replacement

Edited by JustKi11er
Posted (edited)
3 hours ago, JustKi11er said:

Once again, it's great that I've finally figured out the creation kit and am ready to release a slightly modified version of this mod.
Changes:
-New red skin supermutants
-Unique skins for behemoths namely glowing, ancient, and epic
Bugs:
!!! there was a problem with head hair, even though I was using the latest patch !!!
Skins are generally only suitable for FG, but also for the original CBBE
Download:
https://drive.google.com/file/d/1XjB1J2S0PV6TOCDQF5U-KCD8lrE95Vag/view?usp=sharing
Install: 
it is installed on top of the main mod with file replacement

 

What problem are you experiencing with hair?

 

"Skins are generally only suitable for FG, but also for the original CBBE"

Not entirely sure if you are saying it will work with cbbe or not. The "CBBE" body isn't really cbbe because it uses a different UV map and the textures in the file you uploaded will not fit correctly on the non-FG body.

 

Edit: Other thing worth mentioning is that people should turn off SM_Fem_Less, _More, and _All plugins since those overwrite the level list changes you made to the main plugin. I'm also seeing an un-textured pencil-like protrusion coming out of the back of each mutant's right leg. Nifskope labels it at a tail but it doesn't really behave that way in game. You may want to remove it.

Edited by idkmanyolo
Posted
1 hour ago, idkmanyolo said:

 

What problem are you experiencing with hair?

 

"Skins are generally only suitable for FG, but also for the original CBBE"

Not entirely sure if you are saying it will work with cbbe or not. The "CBBE" body isn't really cbbe because it uses a different UV map and the textures in the file you uploaded will not fit correctly on the non-FG body.

 

Edit: Other thing worth mentioning is that people should turn off SM_Fem_Less, _More, and _All plugins since those overwrite the level list changes you made to the main plugin. I'm also seeing an un-textured pencil-like protrusion coming out of the back of each mutant's right leg. Nifskope labels it at a tail but it doesn't really behave that way in game. You may want to remove it.

1. specifically for CBBE, which can be downloaded from NexusMods
2. "tail" is a hack to fix disappearing morphs in a loaded scene, as it has the original physics, and the location is simply an error due to the fact that I did not upload the BodySlide files to the archive

Posted (edited)
2 hours ago, idkmanyolo said:

What problem are you experiencing with hair?

there are no hairstyles in companion_Skadi_FHSM
specifically in the Creation Kit, they are displayed, but they are not in the game itself, but maybe that's just me.

I also noticed that tattoos and standard body proportions don't work. could you tell me where to enable them, as I'm still learning CreationKit

Edited by JustKi11er
Posted
6 hours ago, JustKi11er said:

there are no hairstyles in companion_Skadi_FHSM
specifically in the Creation Kit, they are displayed, but they are not in the game itself, but maybe that's just me.

I also noticed that tattoos and standard body proportions don't work. could you tell me where to enable them, as I'm still learning CreationKit

Tattoos work the same way the different skin colors work. You need to assign an armor as a skin on some of the template npcs. That new armor needs a different armor addon from the one on the non-tattoo version of that skin color. It also needs an associated material swap record pointing to a material swap file that lists a diffuse image that has the tattoo on the skin. Here's the difference between a tattoo and non-tattoo armor addon for the blue skin mutants:

image.png.6573aabd29f8dbbf32e8fcb3bca79101.png

 

When you say standard body proportions don't work, are you referring to applying slider presets to the body shape in bodyslide? Did you try applying the skadi_FG preset in bodyslide? Your body lacks the contouring I applied to the base FG mesh in outfit studio so it will look different no matter what. You may need to create an entirely new preset to work with it. 

 

The companion_skadi_FHSM mod comes with 3 original hair meshes but only installs the one you chose in FOMOD. To get all 3 to work, I copied the meshes from the archive and placed them in Data\meshes\actors\fsm\hair and made headpart records that point to them. Then I gave those head parts to certain npcs to wear. The issue with the original version I uploaded, that the 1.0.1 patch fixes, is that I forgot to add that hair folder to the upload, but it's there now so it should work. 

Posted (edited)
On 9/1/2025 at 1:22 AM, msmfoster said:

I loved the fact that Big Mac was converted to a female! Allowed me to capture 'her' and add to my named raider and misfits brothel. 

 

Shame that Hammer was still male. Can you make it a setting? Because I'd love to add them to the collection. 

It could be a patch, but not really a setting. You can copy the named mutant npc records as overrides into addSM_Fem.esp and then replace their traits entry with L_FHSM_Template_FemaleLooks, like so, and then when they newly spawn in game, they'll be a female like Big Mac was. I wouldn't try it with anyone that has much dialogue, though.

Edit: you should probably also replace the keywords entry with the new list as well.

 

image.thumb.png.b68503ad9a9a6af09308b36fdb86edde.png

Edited by idkmanyolo
Posted
42 minutes ago, cockroach666 said:

so i got a few to surrender, and got shock collars round their necks to enslave them, but it says 'error. race is incompatible'

I had that as well. The Human Resources related .esp need to load after the main Human Resources one. For Vortex you need to add a rule or two.

Posted
16 hours ago, idkmanyolo said:

Tattoos work the same way the different skin colors work. You need to assign an armor as a skin on some of the template npcs. That new armor needs a different armor addon from the one on the non-tattoo version of that skin color. It also needs an associated material swap record pointing to a material swap file that lists a diffuse image that has the tattoo on the skin. Here's the difference between a tattoo and non-tattoo armor addon for the blue skin mutants:

image.png.6573aabd29f8dbbf32e8fcb3bca79101.png

 

When you say standard body proportions don't work, are you referring to applying slider presets to the body shape in bodyslide? Did you try applying the skadi_FG preset in bodyslide? Your body lacks the contouring I applied to the base FG mesh in outfit studio so it will look different no matter what. You may need to create an entirely new preset to work with it. 

 

The companion_skadi_FHSM mod comes with 3 original hair meshes but only installs the one you chose in FOMOD. To get all 3 to work, I copied the meshes from the archive and placed them in Data\meshes\actors\fsm\hair and made headpart records that point to them. Then I gave those head parts to certain npcs to wear. The issue with the original version I uploaded, that the 1.0.1 patch fixes, is that I forgot to add that hair folder to the upload, but it's there now so it should work. 


no, it's not a skin, I meant the overlay and the triangle with the proportions in the looksmenu

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