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Posted (edited)
15 hours ago, dosfox said:

 

If you look at the MCM settings that i took the trouble to post, that option was set to "2" for the above tests. Something else is drastically decreasing performance with this version.

 

 

In normal gameplay i don't spend much time in the clubs & pubs of FO4, i spend it questing and exploring and building/maintaining/improving settlements. What you probably don't realise - because you never play the game - is that the same settings that make a "private porn party" in an interior cell give a much more balanced "organic" atmosphere in built-up settlements, where you are lucky to actually see a Scene without going searching for it.  An "apocalyptic orgy" in an enclosed space is the easiest way to observe the limitations and overall functioning of the mod on a settlement-sized population of NPCs. 

 

It may sound like I'm judging you, but that's not the case. Believe me, I don't care how you play—I was just explaining my reasoning behind my decisions.
Yes, I hardly ever play myself. The problem with being a developer is that I find it much more interesting to create than to play, and I don't have much time.
If the launch took longer, it's probably because of the smart mode, since it's actually a cycle for checking furniture. I'll try to change the approach, maybe deleting from a large array is the reason — most likely, the papyrus array is a vector under the hood, and that's not a vector's strong suit — deleting data. In the update, I will change the deletion from the array to copying to a new one when filtering. I assume this was the cause of the delay.

 

upd. As for the queue, I did indeed make a mistake; the value is actually ignored. That is why you are seeing the effect that there are few scenes even at low values. I will fix it today.

Edited by Evi1Panda
  • 2 weeks later...
Posted
8 hours ago, na222222 said:

any way this could be patched for aaf?

I apologize, I haven't gotten around to it yet. I've thought about it, but I don't feel like doing it at the moment. And anyway, I'm more focused on playing with NAF. And I am by no means trying to persuade you—make such decisions based on your own needs.

Posted
12 hours ago, Evi1Panda said:

I apologize, I haven't gotten around to it yet. I've thought about it, but I don't feel like doing it at the moment. And anyway, I'm more focused on playing with NAF. And I am by no means trying to persuade you—make such decisions based on your own needs.

i swap between them. some mods work better on one vs the other. i like naf 

Posted (edited)

Hey Panda. Just got a mod that replaces all pack brahmin with super mutant size women with a race of their own. I'd like to use this mod with that race. I've seen ways of doing it in xedit but I'm having a hard time. Could you give me a checklist of what I need to do to add this humanoid race?

Edited by Senkan
Posted
35 minutes ago, Senkan said:

Hey Panda. Just got a mod that replaces all pack brahmin with super mutant size women with a race of their own. I'd like to use this mod with that race. I've seen ways of doing it in xedit but I'm having a hard time. Could you give me a checklist of what I need to do to add this humanoid race?

You may be better asking the guy who made the super mutant females + female synth mods here instead since that mod looks almost the same (except brahmin instead or super mutants)
https://www.loverslab.com/files/file/43838-super-mutant-females/

Posted
2 hours ago, Senkan said:

add this humanoid race?

Are you sure this mod adds a new race and doesn't just use an existing one? Adding a truly new race requires quite a lot of work.

Posted
6 hours ago, Evi1Panda said:

Are you sure this mod adds a new race and doesn't just use an existing one? Adding a truly new race requires quite a lot of work.

The race is  \ [08] Krazymans Beast Girl Brahmin.esp \ [3] GRUP Top "RACE" \ [0] BGM_BrahminGirl_Cow_KP "Brahmin Girl Cow" [RACE:0801A1E4] \ [0] Record Header.

 

When I try to use Just Business to enslave one it says race is incompatible. I can create a scene with them in NAF. Just having problems with Autonomy recognizing them. I was trying to overwrite the Autonomous mod and then add the race and add the new race as the master but no joy. Wish there was an "add race" function to mods instead of having to jump through hoops.

Posted
1 hour ago, Senkan said:

The race is  \ [08] Krazymans Beast Girl Brahmin.esp \ [3] GRUP Top "RACE" \ [0] BGM_BrahminGirl_Cow_KP "Brahmin Girl Cow" [RACE:0801A1E4] \ [0] Record Header.

 

When I try to use Just Business to enslave one it says race is incompatible. I can create a scene with them in NAF. Just having problems with Autonomy recognizing them. I was trying to overwrite the Autonomous mod and then add the race and add the new race as the master but no joy. Wish there was an "add race" function to mods instead of having to jump through hoops.

Okay, I will look it little later.

Posted

the fem mutant mod is great, it would be cool to see more active scenes with non human entity mutant, monster, robot. those dont seem to happen as much even though i try to set the mcm.

 

 

other thing that cross my mind, when an npc can find no partner and defaults to solo scene they could search for an active scene walk to it and join turning it to a 3 person scene or a 3 to a 4  and so on. it would be cool to see scenes be more dynamic with people joining.

Posted
On 2/8/2026 at 2:21 PM, na222222 said:

the fem mutant mod is great, it would be cool to see more active scenes with non human entity mutant, monster, robot. those dont seem to happen as much even though i try to set the mcm.

 

 

other thing that cross my mind, when an npc can find no partner and defaults to solo scene they could search for an active scene walk to it and join turning it to a 3 person scene or a 3 to a 4  and so on. it would be cool to see scenes be more dynamic with people joining.

I remember, but I'm busy with something else right now. I'll get back to it when I'm free.

Posted
On 2/9/2026 at 4:42 PM, Evi1Panda said:

I remember, but I'm busy with something else right now. I'll get back to it when I'm free.

Sorry for taking so long to respond, I was busy with another modification. Now, regarding your question—adding a race is very simple, you don't have to mess with scripts and MCM (although you can): just add the race to FormList in xEdit. That will be enough.

 

as_races.jpg.b6de1ca03e7687003babed6b1e902045.jpg

 

as_races2.jpg.0373fe4bf9e5952235791cf6285fe31e.jpg

Posted
1 hour ago, Evi1Panda said:

Sorry for taking so long to respond, I was busy with another modification. Now, regarding your question—adding a race is very simple, you don't have to mess with scripts and MCM (although you can): just add the race to FormList in xEdit. That will be enough.

 

as_races.jpg.b6de1ca03e7687003babed6b1e902045.jpg

 

as_races2.jpg.0373fe4bf9e5952235791cf6285fe31e.jpg

Thank you. I figured you were mod making. Any help is appreciated.

Posted

After I got back, I decided to try this mod again. I updated it, updated the naff bridge, and then I summoned 15 settlers to the red rocket. For 30 minutes I didn't see a single animation, messages kept popping up saying there were no suitable actors around and skipping the scene.

Posted
5 minutes ago, vranina said:

After I got back, I decided to try this mod again. I updated it, updated the naff bridge, and then I summoned 15 settlers to the red rocket. For 30 minutes I didn't see a single animation, messages kept popping up saying there were no suitable actors around and skipping the scene.

Will it work fine for example in Diamond City?

I am asking because I have no any troubles not in settlements, not anywhere else...

  • 2 months later...

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