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Posted
3 hours ago, MrNicoras said:

SPID is required because it casts the spell that enables the mod to work on NPCs. Without SPID, the mod will work on the player, but not NPCs. I'm actually not sure whether the MCM would work if you applied the headpart individually to specific NPCs. 

The easier approach is to not remove the clothing of random female NPCs, since the only time you'd ever see their pubes is if they're naked. If you don't want them to have pubes, just put that NPC under the crosshair and set the NPC slider in the MCM to 0.

Another question about the Armpit hair. Were they in the original CBBE 3D Pubic Hair for Fo4 ? Or just your mod only?

Posted
14 minutes ago, Magnum717 said:

Another question about the Armpit hair. Were they in the original CBBE 3D Pubic Hair for Fo4 ? Or just your mod only?

The armpit hair meshes were from a skyrim mod by @donnerwetter that I ported over to FO4 to include in this mod. I had to make them (somewhat) compatible with FG, so you won't be able to use them on CBBE unless you convert the .osp files from this mod. 

If you want to use the pubic hair files from Vioxis' original mod, make sure the nif file names match the .nif files in this mod and are saved in the same folder or this mod won't recognize them.

Posted

my menu looks like this. I guess there should be additional toggle buttons, because when I hover mouse over an empty space, there is description below.

When I open config.json there is a line 

          "type": "switch",
          "text": "Enable Player Pubic Hair",

But I cant see it in MCM, any ideas ?

 image.png.e0c068d6e084727fe8364b88bc7ccb2a.png

Posted
3 hours ago, riveth said:

my menu looks like this. I guess there should be additional toggle buttons, because when I hover mouse over an empty space, there is description below.

When I open config.json there is a line 

          "type": "switch",
          "text": "Enable Player Pubic Hair",

But I cant see it in MCM, any ideas ?

 image.png.e0c068d6e084727fe8364b88bc7ccb2a.png

That's how it is supposed to look. the "If OFF" at the bottom might be confusing. Does the pubic hair style change when you move the slider? If it is set to 0, the pubes and pit hair are not enabled. 1-18 on the pubes or 1-5 on the pits should display them on the body. Hover the mouse over the slider or try just clicking the arrows on your keyboard left or right, or hit the left and/or right arrows on the slider to change them

Posted
3 hours ago, MrNicoras said:

That's how it is supposed to look. the "If OFF" at the bottom might be confusing. Does the pubic hair style change when you move the slider? If it is set to 0, the pubes and pit hair are not enabled. 1-18 on the pubes or 1-5 on the pits should display them on the body. Hover the mouse over the slider or try just clicking the arrows on your keyboard left or right, or hit the left and/or right arrows on the slider to change them

Changing that slider doesnt change anything, 

Player is not getting any pubes or pits at all. When I set them to some value, exit back to game and then re enter that menu, both sliders are back at zero like mod never register any change.

 

Tested on existing save and on new game.

 

When I was building those meshes in bodyslide they were under VX cathegory. I could see those meshes in preview but I could not select any FG preset. It looked like they are not designed for FG or maybe I selected wrong files.  

Posted
10 hours ago, riveth said:

Changing that slider doesnt change anything, 

Player is not getting any pubes or pits at all. When I set them to some value, exit back to game and then re enter that menu, both sliders are back at zero like mod never register any change.

 

Tested on existing save and on new game.

 

When I was building those meshes in bodyslide they were under VX cathegory. I could see those meshes in preview but I could not select any FG preset. It looked like they are not designed for FG or maybe I selected wrong files.  

They are designed for FG, I just didn't put FG on the file name. 

I'm wondering if there's a load order conflict somehow. From your earlier screenshot, it looks like your character is completely nude, so I wouldn't think there's some outfit or something with 39 and 53 flagged. 

 

This mod should be loaded after anything else that modifies vanilla outfits anyway, so try moving it down towards the bottom of your load order, just to confirm it's not a mod conflict

Posted
4 hours ago, MrNicoras said:

They are designed for FG, I just didn't put FG on the file name. 

I'm wondering if there's a load order conflict somehow. From your earlier screenshot, it looks like your character is completely nude, so I wouldn't think there's some outfit or something with 39 and 53 flagged. 

 

This mod should be loaded after anything else that modifies vanilla outfits anyway, so try moving it down towards the bottom of your load order, just to confirm it's not a mod conflict

I redownloaded mod and all dependencies, put it last to avoid any conflicts, but as far as I can tell there is no conflcit at all.
Treid on 2 diferent profiles, on new and existing save.
Nothing changed.
 

Two things worries me, those sliders that can't remember settings in MCM, that I mentioned earlier and the fact I cant choose any preset in bodyslide when trying to build those meshes

Does anyone have simillar problems?

image.jpeg.fcc445b78b41bf7b9913fa99a2565ada.jpeg



 

Posted
3 hours ago, riveth said:

I redownloaded mod and all dependencies, put it last to avoid any conflicts, but as far as I can tell there is no conflcit at all.
Treid on 2 diferent profiles, on new and existing save.
Nothing changed.
 

Two things worries me, those sliders that can't remember settings in MCM, that I mentioned earlier and the fact I cant choose any preset in bodyslide when trying to build those meshes

Does anyone have simillar problems?

image.jpeg.fcc445b78b41bf7b9913fa99a2565ada.jpeg



 

You should build it to whatever body preset you're using. I always use zero sliders because that allows for body gen randomization. But if you're not building it to your preset it might not show up. And then you should use Batch Build so that all the body types show up.

image.png.b1288b380e84033cf11b32203205ab2e.png 

Posted (edited)
10 hours ago, MrNicoras said:

You should build it to whatever body preset you're using. I always use zero sliders because that allows for body gen randomization. But if you're not building it to your preset it might not show up. And then you should use Batch Build so that all the body types show up.

 

Yah, I know I need to use at least zero all preset, but preset list is empty when I try to build any pubes.
When I filter outfits by word "pubic" I get additional files like "Body PubicHair Better Lips". This is strange because there is no file like this in your mod.
Picking this option allows me to select preset, but when I use batch build on all pubes I got error that those files are not present.
 

This points to conclusion it might be something wrong with your repacked mod. Could you try to install this mod from file you published and disable your development version and see if it works?
Also. you could check overwrite folder if it contains some parts of your mod. I made that mistake when publishing my first mod, some scripts was in overwrite folder and I didn't include them in published file.


edit: Ok I think I know where ploblem is. 
I dont have ccOTMFO4001-Remnants.esl master file for your mod. Since it is not needed, could you remove this from masters?



 

9.JPG

Edited by riveth
Posted
8 hours ago, riveth said:

Yah, I know I need to use at least zero all preset, but preset list is empty when I try to build any pubes.
When I filter outfits by word "pubic" I get additional files like "Body PubicHair Better Lips". This is strange because there is no file like this in your mod.
Picking this option allows me to select preset, but when I use batch build on all pubes I got error that those files are not present.
 

This points to conclusion it might be something wrong with your repacked mod. Could you try to install this mod from file you published and disable your development version and see if it works?
Also. you could check overwrite folder if it contains some parts of your mod. I made that mistake when publishing my first mod, some scripts was in overwrite folder and I didn't include them in published file.


edit: Ok I think I know where ploblem is. 
I dont have ccOTMFO4001-Remnants.esl master file for your mod. Since it is not needed, could you remove this from masters?



 

9.JPG

 

My development file is the version I published. Everyone now has what I have.

 

The failed .nifs you mentioned were just for making changes to the original .nifs Vioxis published. There aren't meshes for them. They are only in there if anyone wants to add more volume to the meshes. None of those should prevent the other meshes from being added to your character. As for Remnants, the only thing its doing is this:image.png.786619754335e938bd52ad7a4c52dfe5.png

 

Removing master files is pretty easy, but sure, here's a plugin with the Remnants requirement removed.

Muff Fluff.esp

Posted

It's a great mod, and it has the most beautiful hair I've ever seen. It works out of the box for my character and NPCs. It changes color, which is great! However, there's a problem. As soon as my character gets undressed, the FPS drops, and there's some kind of loading issue, which sometimes leads to crashes. I've used this on my current save (not a new game), and I haven't used Bodyslide. In addition to SPID, I'm using Robco. I have about 150 mods installed, a 11440 system, 16gb, 3080 running from M2 SSD. What could be the problem?

Posted
1 hour ago, MrNicoras said:

 

My development file is the version I published. Everyone now has what I have.

 

The failed .nifs you mentioned were just for making changes to the original .nifs Vioxis published. There aren't meshes for them. They are only in there if anyone wants to add more volume to the meshes. None of those should prevent the other meshes from being added to your character. As for Remnants, the only thing its doing is this:image.png.786619754335e938bd52ad7a4c52dfe5.png

 

Removing master files is pretty easy, but sure, here's a plugin with the Remnants requirement removed.

Muff Fluff.esp 335.17 kB · 0 downloads

Thanks fo edit, this actually fixed mod for me.

Do You consider making same for males?

I found topic with a file with pubes for men.

 

Posted
16 hours ago, riveth said:

Thanks fo edit, this actually fixed mod for me.

Do You consider making same for males?

I found topic with a file with pubes for men.

 

Very weird that the Remnants requirement was breaking your game, but I'm glad that fixed it. I'll roll that into a full download with that requriement removed in the next update.

I will definitely look into including males. The current version of this mod already includes the ability to add armpit hair to males, but I haven't done any testing on that function and honestly don't even know if it works. I'd appreciate any testing anyone wants to do.

I'm also working on CBBE compatibility and some tweaks to the current Fusion Girl Meshes. Those will also be rolled out in the next update.

Posted
16 hours ago, awson said:

It's a great mod, and it has the most beautiful hair I've ever seen. It works out of the box for my character and NPCs. It changes color, which is great! However, there's a problem. As soon as my character gets undressed, the FPS drops, and there's some kind of loading issue, which sometimes leads to crashes. I've used this on my current save (not a new game), and I haven't used Bodyslide. In addition to SPID, I'm using Robco. I have about 150 mods installed, a 11440 system, 16gb, 3080 running from M2 SSD. What could be the problem?

I experience the same thing. I'm pretty sure it's the script scanning the game. I've noticed in my game that if I stop for a few seconds and let it roll, it smooths back out again. I know the answer of "just wait a little bit" is not the most satisfying answer, but it's the best I've got for you. Frankly, I'm shocked this mod works at all. Even @lee3310, who created Headparts Extended, said he didn't know that headparts could be used this way.

 

In other words, I slapped this mod together with duct tape and wishes. I'm by no means an experienced script writer. If anyone with actual skills wants to look under the hood to see if they can improve things, or perhaps create a .dll, I would be as grateful as anyone. This mod is something I've wanted to see in the game for years, but it's closer to a proof of concept than a final product. It definitely works, as you note. But I'll be the first to acknowledge there's room for improvement.

Posted
On 6/13/2026 at 2:35 AM, VideNoir said:

gonna wait someone to make cbbe version 😭 but great mod by looks of it

Working on it. Keep an eye out for the next update.

Posted
1 hour ago, MrNicoras said:

I experience the same thing. I'm pretty sure it's the script scanning the game. I've noticed in my game that if I stop for a few seconds and let it roll, it smooths back out again. I know the answer of "just wait a little bit" is not the most satisfying answer, but it's the best I've got for you. Frankly, I'm shocked this mod works at all. Even @lee3310, who created Headparts Extended, said he didn't know that headparts could be used this way.

 

In other words, I slapped this mod together with duct tape and wishes. I'm by no means an experienced script writer. If anyone with actual skills wants to look under the hood to see if they can improve things, or perhaps create a .dll, I would be as grateful as anyone. This mod is something I've wanted to see in the game for years, but it's closer to a proof of concept than a final product. It definitely works, as you note. But I'll be the first to acknowledge there's room for improvement.

Fps drop is in fact less noticeable after a while but there is also some lag while changing clothes in pipboy and while undressing for aaf scene. Once it dropped to 15 frames for about 5 seconds in scene. During that time my pc has no pubes, when they finally appeared frames got back to 100+. It seems like this script is battling with aaf undressing or something. 

 

Maybe repacking this to ba2 archive would speed thing up? I don't have any real knowoledge in this subject, just throwing some ideas.

 

Anyway this mode is awesome and combining those meshes with pubes textures looks really realistic.

Posted (edited)
3 hours ago, DragAndPlace said:

Just a heads-up for AE users. HeadPart Enhanced on Nexus aims to replace HeadPart Extended and on a quick test I made it appears to work! Of course, a solution to the SUP F4SE plugin is yet to be made in order for this to work for 1.11.221

It's not really a replacer, i just didn't get around updating my mods to AE. It should get HP to appear on NPCs using facegen, but keep in mind that if you apply a headpart to an NPC, it will never revert back to using facegen after that point.
Hydra can be used to replace SUP_F4SE for AE users as far as i know.

Edited by lee3310
Posted
4 hours ago, MrNicoras said:

I experience the same thing. I'm pretty sure it's the script scanning the game. I've noticed in my game that if I stop for a few seconds and let it roll, it smooths back out again. I know the answer of "just wait a little bit" is not the most satisfying answer, but it's the best I've got for you. Frankly, I'm shocked this mod works at all. Even @lee3310, who created Headparts Extended, said he didn't know that headparts could be used this way.

 

In other words, I slapped this mod together with duct tape and wishes. I'm by no means an experienced script writer. If anyone with actual skills wants to look under the hood to see if they can improve things, or perhaps create a .dll, I would be as grateful as anyone. This mod is something I've wanted to see in the game for years, but it's closer to a proof of concept than a final product. It definitely works, as you note. But I'll be the first to acknowledge there's room for improvement.

Looks like a typical case of script lag. Especially if the undressing happens during AAF scene (more intensive script activity). Optimize what you can along the way, avoid Utility.Wait() as much as possible (use timers instead), try to keep the code streamlined with minimal use of "if" statements (especially in loops), and also use deferred function calls here and there (callFunctionNoWait()). Adding/Removing headparts are heavy functions to begin with.

Posted
4 hours ago, riveth said:

Try the new update. I did some script work and plugin tweaks and it seems to run smoother. Before, the script was constantly refreshing the player, and it was especially noticeable in the PipBoy. Now it only refreshes the player if something actually changes. The PipBoy seems smoother, so does running around the world. There may be some slight hiccups, but it seems much better than before.

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