tuxagent7 Posted March 31, 2024 Posted March 31, 2024 5 hours ago, eaterants said: In general, how do you find out what slot numbers do modded clothes use? Find it in Xedit (Fo4edit)
vaultbait Posted April 2, 2024 Posted April 2, 2024 On 3/31/2024 at 6:47 AM, eaterants said: This may be a little off topic, but I was wondering if anyone knows what slot numbers that clothes from DonEb14n's mods use (such as Clothes Pack 2 by DonEb14n at Fallout 4 Nexus - Mods and community (nexusmods.com))? In general, how do you find out what slot numbers do modded clothes use? I'm mainly trying to figure it out to make them work with this mod since I have another mod that makes vanilla armor invisible, and I'd prefer to have the first layers to strip what I can see. In addition to examining the plugin (with FO4Edit, zEdit, or the CK), if you use Rad Morphing Framework it has a debug option in MCM to list all the slots and show you what you're wearing in each of them at that point in time. 1
Nuka Cherry Posted April 19, 2024 Posted April 19, 2024 On 3/31/2024 at 8:47 AM, eaterants said: This may be a little off topic, but I was wondering if anyone knows what slot numbers that clothes from DonEb14n's mods use (such as Clothes Pack 2 by DonEb14n at Fallout 4 Nexus - Mods and community (nexusmods.com))? In general, how do you find out what slot numbers do modded clothes use? I'm mainly trying to figure it out to make them work with this mod since I have another mod that makes vanilla armor invisible, and I'd prefer to have the first layers to strip what I can see. As others have said, load the mod into xedit, check each armor piece (DonEB14n doesn't have many, not like... VTAW, gah...). and refer to this page. @twistedtrebla Your superb CSL mod can trigger a loop due to damage stacks with an unequip/equip cycle if you have KFT installed and not Devious Devices and + the KFT DD compatibility patch. For the time being I am bypassing the problem by simply curing all stacks when KFT will equip after an encounter, but I would love a patch of fix at some point as I play without Devious devices now.
Umbopo65 Posted May 26, 2024 Posted May 26, 2024 Hi there, I never play without this mod, but I have one question I've been meaning to ask for a while. There is the option the set a percentage on damaged items being dropped, I set this initially, at 25% but it never happened so to tested it and put it up to 90% and still never happens. I had a quick look through past queries to see if this has been asked and answered before but didn't see anything. I can't quite think of conflicts, I have Damn apocalypse and true damage. I have a a few custom clothing mods but I tend to only stick to the classics , armoured vault suits, Armoured jump suits and various vanilla armour. If anyone else has come across this issue or if the solution has been proffered before, give me an idea where or what and I'll resolve the issue with gratitude. Many Thanks
EvilMittens Posted May 27, 2024 Posted May 27, 2024 It doesnt work without AAF I tried it with AAF installed and it worked perfect but now it stoped to work when I removed AAF, thats weird
deathmorph Posted June 14, 2024 Posted June 14, 2024 A question of understanding, probably because English is not my native language. Every now and then I get a message saying that my actress is completely undressed by a power attack. However, she is not completely undressed, just in one slot. Am I translating that wrong or am I misunderstanding it?
Nuka Cherry Posted June 14, 2024 Posted June 14, 2024 6 hours ago, deathmorph said: A question of understanding, probably because English is not my native language. Every now and then I get a message saying that my actress is completely undressed by a power attack. However, she is not completely undressed, just in one slot. Am I translating that wrong or am I misunderstanding it? "Undressed" means the bodyslots registered in Combat Strip are damaged and exposed. This is not the same as all of your other bodyslots. I find the following arrangement covers most mods and armors in advanced settings: 3, 11 (body/chest, most feet) 7, 8 (chest) 9, 10 (legs) 14, 15 (legs) 4, 5, 12, 13 (arm/hands) 0, 24, 25, 27 (misc, can be switched)
deathmorph Posted June 14, 2024 Posted June 14, 2024 5 hours ago, Nuka Cherry said: "Undressed" means the bodyslots registered in Combat Strip are damaged and exposed. This is not the same as all of your other bodyslots. I find the following arrangement covers most mods and armors in advanced settings: 3, 11 (body/chest, most feet) 7, 8 (chest) 9, 10 (legs) 14, 15 (legs) 4, 5, 12, 13 (arm/hands) 0, 24, 25, 27 (misc, can be switched) I assumed that this message would show the actress completely undressed. But that's not the case. I currently use 3 for shoes, 10 for shorts, 11 for top, 14 for belt, 16 for headlamp, 17 for glasses, 20 for necklace, 21 for watch. If necessary, 24 for backpack.
Nuka Cherry Posted June 15, 2024 Posted June 15, 2024 16 hours ago, deathmorph said: I assumed that this message would show the actress completely undressed. But that's not the case. I currently use 3 for shoes, 10 for shorts, 11 for top, 14 for belt, 16 for headlamp, 17 for glasses, 20 for necklace, 21 for watch. If necessary, 24 for backpack. When they were designing the bodyslot system at Bethseda, I cannot tell you what they discussed, why they decided this route or what options they rejected. I can tell you how the meeting ended though - Todd said "arrhhh fuck it, this will do".
sen4mi Posted June 16, 2024 Posted June 16, 2024 18 hours ago, Nuka Cherry said: When they were designing the bodyslot system at Bethseda, I cannot tell you what they discussed, why they decided this route or what options they rejected. I can tell you how the meeting ended though - Todd said "arrhhh fuck it, this will do". I would not assume that that's how things went. That bodyslot system has been inherited and updated over a number of different games, and some of the most critical decisions wind up being made by people who understood only a small fraction of how things worked.
twistedtrebla Posted June 27, 2024 Author Posted June 27, 2024 1.6.2 Added support for KFT Will no longer try to repeatedly unequip KFT devices from the damage stack strip enforcement. 4
Z@rkn3ss Posted June 27, 2024 Posted June 27, 2024 17 minutes ago, twistedtrebla said: 1.6.2 Added support for KFT Will no longer try to repeatedly unequip KFT devices from the damage stack strip enforcement. Thanks dude, since no one really responded to my post about this error, it made me think I was the only one having problems.
nonofyodambiznes Posted June 27, 2024 Posted June 27, 2024 download page could use a list of equipment slots i either can't find them or if i find them they are different than this mod
Chlodwig Posted June 27, 2024 Posted June 27, 2024 does this mod still work with the before last bethesda update version of the game?
vaultbait Posted June 27, 2024 Posted June 27, 2024 4 hours ago, Chlodwig said: does this mod still work with the before last bethesda update version of the game? It should, unless the plugin was saved or scripts recompiled with the newer CK (I haven't had time to test it myself yet, but will be doing so later today). 1
Whacked Posted June 30, 2024 Posted June 30, 2024 On 6/26/2024 at 10:07 PM, nonofyodambiznes said: download page could use a list of equipment slots i either can't find them or if i find them they are different than this mod Body Slot and Index are different, but the same. Body Slots start at 30 and go to 61, Index starts at 0 and matches each number minus 30, so body slot 33=3, chest armor 41=11 Rings 51=21, etc. It is most easy for me to remember them this way. 1
nonofyodambiznes Posted June 30, 2024 Posted June 30, 2024 51 minutes ago, Whacked said: Body Slot and Index are different, but the same. Body Slots start at 30 and go to 61, Index starts at 0 and matches each number minus 30, so body slot 33=3, chest armor 41=11 Rings 51=21, etc. It is most easy for me to remember them this way. Thank you!
vaultbait Posted June 30, 2024 Posted June 30, 2024 9 hours ago, nonofyodambiznes said: Thank you! You can also bookmark https://falloutck.uesp.net/wiki/Biped_Slots for a quick lookup table. 2
Justneedonethingthnx Posted July 6, 2024 Posted July 6, 2024 Im sure someone had this issue already but idk how to find it. im unable to equip this armour ive had stripped and havent been able to use it again for months. its quest armour so i need to use it asap and cant even begin the quest without it
Saint_Olaf Posted July 7, 2024 Posted July 7, 2024 Future Feature request. Display the items currently equipped in the slots. With all of the different outfits and devices when there is a problem it is sometimes a mess to figure out. I currently use RMR Which does display the presently equipped slots. But that is the only thing I use it for. Thanks for the awesome mods!
Saint_Olaf Posted July 7, 2024 Posted July 7, 2024 23 hours ago, Justneedonethingthnx said: Im sure someone had this issue already but idk how to find it. im unable to equip this armour ive had stripped and havent been able to use it again for months. its quest armour so i need to use it asap and cant even begin the quest without it Can you not just disable the mod and re-equip it? If it's set to destroy or drop pieces in the settings you might have to find the item Id and add it to your inventory through console commands. Or revert to a save before it was lost.
sen4mi Posted July 8, 2024 Posted July 8, 2024 7 hours ago, Saint_Olaf said: Display the items currently equipped in the slots. With all of the different outfits and devices when there is a problem it is sometimes a mess to figure out. It's probably worth remembering that that kind of display is going to need .dll support - which means either directly, or by using another mod (like RMR) which includes a specialized .dll. Or... I have not figured out any other way of making this happen ...
vaultbait Posted July 8, 2024 Posted July 8, 2024 9 hours ago, sen4mi said: It's probably worth remembering that that kind of display is going to need .dll support - which means either directly, or by using another mod (like RMR) which includes a specialized .dll. Or... I have not figured out any other way of making this happen ... Yeah, the implementation in RMR uses SUP F4SE to write out the slot-mapped list of equipped items to a file on disk and then triggers MCM to re-read that file and display the results inside the menu. I don't know that it's necessarily required though. I've done similar things just building up a string and then passing it to Debug.Messagebox() calls, no F4SE extender DLL needed.
Spaceguest991 Posted July 8, 2024 Posted July 8, 2024 On 6/27/2024 at 2:53 PM, Z@rkn3ss said: Thanks dude, since no one really responded to my post about this error, it made me think I was the only one having problems. I had the same problem too buuuuuut... I never got around to reporting it anyway, cause I was on kinda a off phase with fo4
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