heroscomeback Posted May 17, 2018 Posted May 17, 2018 Hey hey, back for the second time in 2 days with another bug. You know how modded Fallout 4 goes, fix one bug and another pops right up. So, I found a pretty cool mod on the Nexus this morning that I absolutely wanted to give a shot https://www.nexusmods.com/fallout4/mods/31774?tab=description However, after installing the mod and heading into my game, I noticed that all the children had suddenly scaled to 1 (normal adult size). Now...I'm not blaming that mod for causing the bug, however it is the only mod that I installed today. I quit the game immediately and disabled the new mod, re-entered the game and saw the children were all still scaled to 1 (even after entering a different cell and returning). I quit the game again and disabled all mods I had related to children (ANiceOakTree's Diverse Children, Raider Children and Immersive Killable Children) but the problem is still persisting. I re-enabled those mods one by one, but once again, the issue still hasn't resolved itself. I posted on that mod's Nexus page but still haven't gotten a reply so I figured I'd try here in case anyone else has had an issue with all the children in the game suddenly scaling to 1. As usual, any help is appreciated!
VonHelton Posted May 17, 2018 Posted May 17, 2018 11 hours ago, heroscomeback said: Hey hey, back for the second time in 2 days with another bug. You know how modded Fallout 4 goes, fix one bug and another pops right up. So, I found a pretty cool mod on the Nexus this morning that I absolutely wanted to give a shot https://www.nexusmods.com/fallout4/mods/31774?tab=description However, after installing the mod and heading into my game, I noticed that all the children had suddenly scaled to 1 (normal adult size). Now...I'm not blaming that mod for causing the bug, however it is the only mod that I installed today. I quit the game immediately and disabled the new mod, re-entered the game and saw the children were all still scaled to 1 (even after entering a different cell and returning). I quit the game again and disabled all mods I had related to children (ANiceOakTree's Diverse Children, Raider Children and Immersive Killable Children) but the problem is still persisting. I re-enabled those mods one by one, but once again, the issue still hasn't resolved itself. I posted on that mod's Nexus page but still haven't gotten a reply so I figured I'd try here in case anyone else has had an issue with all the children in the game suddenly scaling to 1. As usual, any help is appreciated! I suspect that the mod, in order to get Nat to follow you, converted child class to adult class. Thus, now when using 4Play or AAF, recognizes the new adult class as just that, and sets the height to 1. THIS IS ONLY A THEORY.
AWP3RATOR Posted May 17, 2018 Posted May 17, 2018 I inspected the scripts involved in this mod, and it certainly does scale actor heights to 1, but those actor's 1 is actually done with scaling math within the plugin. In Vanilla: If you were to target Nat in console and go 'getscale' you will get a response like 'GetScale >> (REF * BASE = CURRENT) (1.00 * 0.82) = 0.82)' So when you setscale on Nat with a value of 1, the result will be normal child size. This was true without the mod installed. When the mod is installed these are the results of getscale: Wearing PA: GetScale >> (REF * BASE = CURRENT) (1.00 * 0.83) = 0.83)' Not Wearing PA: GetScale >> (REF * BASE = CURRENT) (1.00 * 0.82) = 0.82)' The script uses .83, while vanilla is .82 - not noticeable in game, but it could be useful for determining if said scripts are active or not on your profile. The mod does change Nat's race from HumanChildRace to HumanChildCompFace - but she is still seems to be properly excluded from Four-Play enabled mods. When wearing the PA, Nat's race is again changed to JuniorPowerArmorRace (consistent with when adults wear PA though). In either case, the races carry the appropriate keywords to exclude them from Four-Play enabled features. On a somewhat side note (but related to Load Order) I noticed that my Piper's face had been changed. This mod overwrite's Piper's record and adds 3 facial changes (uncessarily, imo) and it would make me likely to load it much higher in my LO (after any Piper replacers). Loading this mod higher may have an unintended effect of conflicting with something else, and thus causing issues with character scaling - but only a theory at this time. Note that I did not encounter any scaling issues, with the exception of a brief stutter when Nat first enter's the Power Armor - she is normal adult sized for a split second then scales down. This is due to the script even firing after she enters the PA, not before. It's barely noticeable, but produced no other notable side effects. With Nat in her Junior PA, I traveled to Diamond City and the local children didn't seem affected by any scaling issues, whether Nat was in or out of the PA. As a side note, I put Natalie the highest I could in my LO and ran a compatibility check on her mod. The only one that conflicts with this mod is Killable Children, in that it would remove/alter many the settings added by this mod. if you had it (or another Nat affecting mod loaded after) it may produce unintended effects, to outright not working at all.
heroscomeback Posted May 18, 2018 Author Posted May 18, 2018 14 hours ago, VonHelton said: I suspect that the mod, in order to get Nat to follow you, converted child class to adult class. Thus, now when using 4Play or AAF, recognizes the new adult class as just that, and sets the height to 1. THIS IS ONLY A THEORY. Interesting...you seem to have a similar theory to the other response I received. 8 hours ago, AWP3RATOR said: I inspected the scripts involved in this mod, and it certainly does scale actor heights to 1, but those actor's 1 is actually done with scaling math within the plugin. In Vanilla: If you were to target Nat in console and go 'getscale' you will get a response like 'GetScale >> (REF * BASE = CURRENT) (1.00 * 0.82) = 0.82)' So when you setscale on Nat with a value of 1, the result will be normal child size. This was true without the mod installed. When the mod is installed these are the results of getscale: Wearing PA: GetScale >> (REF * BASE = CURRENT) (1.00 * 0.83) = 0.83)' Not Wearing PA: GetScale >> (REF * BASE = CURRENT) (1.00 * 0.82) = 0.82)' The script uses .83, while vanilla is .82 - not noticeable in game, but it could be useful for determining if said scripts are active or not on your profile. The mod does change Nat's race from HumanChildRace to HumanChildCompFace - but she is still seems to be properly excluded from Four-Play enabled mods. When wearing the PA, Nat's race is again changed to JuniorPowerArmorRace (consistent with when adults wear PA though). In either case, the races carry the appropriate keywords to exclude them from Four-Play enabled features. On a somewhat side note (but related to Load Order) I noticed that my Piper's face had been changed. This mod overwrite's Piper's record and adds 3 facial changes (uncessarily, imo) and it would make me likely to load it much higher in my LO (after any Piper replacers). Loading this mod higher may have an unintended effect of conflicting with something else, and thus causing issues with character scaling - but only a theory at this time. Note that I did not encounter any scaling issues, with the exception of a brief stutter when Nat first enter's the Power Armor - she is normal adult sized for a split second then scales down. This is due to the script even firing after she enters the PA, not before. It's barely noticeable, but produced no other notable side effects. With Nat in her Junior PA, I traveled to Diamond City and the local children didn't seem affected by any scaling issues, whether Nat was in or out of the PA. As a side note, I put Natalie the highest I could in my LO and ran a compatibility check on her mod. The only one that conflicts with this mod is Killable Children, in that it would remove/alter many the settings added by this mod. if you had it (or another Nat affecting mod loaded after) it may produce unintended effects, to outright not working at all. Wow, for one, thank you for going so in-depth just to help me out! It is very much appreciated! Hmmm...now, I don't use "Killable Children" but I do use "Immersive Killable Children". If I had to choose between the Nat mod and the killable children mod, I'd keep the killable children as I like using the Raider Children mod. I did deactivate and uninstall the Nat mod...and the children in my game are still scaled to 1. I suppose this save file is now borked. I'll try another new game and get back to you in the morning. I'm sorry for the short response, but I just got home after working 14 and a half hours and I really need to get right to sleep. Thanks again for all your help and insight!
AWP3RATOR Posted May 18, 2018 Posted May 18, 2018 Both 'Killable Children' and 'Immersive Killable Children' use the same method (among other things they do), which is that they remove the 'Child' flag on the Race record. This has the effect of removing them from the hardcoded "isEssential' state they are in by the game's engine - so the little fuckers darlings can be immersively punished. Since this mod puts Nat in a new race, it does not affect the HumanChild race - so you could remove Nat's Child flag, but that would otherwise have little effect, I'm afraid. This would very unlikely affect your scaling issue - and I was not able to recreate the issue on my build.
heroscomeback Posted May 22, 2018 Author Posted May 22, 2018 On 5/17/2018 at 11:47 PM, AWP3RATOR said: Both 'Killable Children' and 'Immersive Killable Children' use the same method (among other things they do), which is that they remove the 'Child' flag on the Race record. This has the effect of removing them from the hardcoded "isEssential' state they are in by the game's engine - so the little fuckers darlings can be immersively punished. Since this mod puts Nat in a new race, it does not affect the HumanChild race - so you could remove Nat's Child flag, but that would otherwise have little effect, I'm afraid. This would very unlikely affect your scaling issue - and I was not able to recreate the issue on my build. I'm pretty much at a complete loss here. I've disabled and properly deleted all mods relating to children and yet even when starting a clean new game, all the children are still scaled to 1. I have no idea how this happened or how to fix it without uninstalling every single mod I have and doing a fresh install of Fallout 4 itself. This is the weirdest bug I've encountered yet and no one else seems to have had this issue before. I got some responses on the Nat Companion mod on the Nexus but nothing has helped. I've done everything I can but the scaling issue is still persisting. The game was perfectly fine until I installed that Nat mod and then immediately upon loading into the game all the children had been scaled to 1. And now I can't seem to undo whatever happened to cause this issue. Starting a new game doesn't fix it, changing up the load order doesn't fix it and even loading prior saves (without the Nat mod loaded) where children were still scaled properly doesn't fix the issue. I'm at an absolute and complete loss.
AWP3RATOR Posted May 23, 2018 Posted May 23, 2018 Long shot, but did the child's mesh get somehow replaced with an adult mesh? If you open them up in nifskope, are they kids or adults? What about when you try to setscale .82 on them in game? I'm at a loss too.... short of nuking your install, I'm not confident on what may still be causing it. If you were to load your entire LO in to FO4Edit, and let it finish, then inspect the child race, are there any changes on the race or child npcs?
heroscomeback Posted May 23, 2018 Author Posted May 23, 2018 28 minutes ago, AWP3RATOR said: Long shot, but did the child's mesh get somehow replaced with an adult mesh? If you open them up in nifskope, are they kids or adults? What about when you try to setscale .82 on them in game? I'm at a loss too.... short of nuking your install, I'm not confident on what may still be causing it. If you were to load your entire LO in to FO4Edit, and let it finish, then inspect the child race, are there any changes on the race or child npcs? Holy crap, I think I found the issue thanks to you! It looks like the Immersive Killable Children mod for some reason scales children to 1 or close to 1 for females. I just made an edit to that entry and am going to go in game now to check if it worked.
heroscomeback Posted May 23, 2018 Author Posted May 23, 2018 @AWP3RATORIT WORKED! Thanks so much! Children are back to their correct sizes. I can't believe the fix was something so simple, I'm sorry for making the problem seem so much bigger than it actually ending up being.
AWP3RATOR Posted May 23, 2018 Posted May 23, 2018 Hey no worries, giant tiny humans are the stuff of nightmares. I'd rather fight 100 duck sized horses, than 1 horse sized ducks.
heroscomeback Posted May 23, 2018 Author Posted May 23, 2018 16 hours ago, AWP3RATOR said: Hey no worries, giant tiny humans are the stuff of nightmares. I'd rather fight 100 duck sized horses, than 1 horse sized ducks. Ducks are too cute to fight ?
LunaNightshade Posted October 9, 2018 Posted October 9, 2018 On 5/17/2018 at 12:52 PM, AWP3RATOR said: The mod does change Nat's race from HumanChildRace to HumanChildCompFace - but she is still seems to be properly excluded from Four-Play enabled mods. When wearing the PA, Nat's race is again changed to JuniorPowerArmorRace (consistent with when adults wear PA though). In either case, the races carry the appropriate keywords to exclude them from Four-Play enabled features. The race change doesn't necessarily exclude Nat from AAF enabled mods. From digging around with a multi-companion mod, Nat seems to be excluded from FP/AAF Violate due to FP/AAF Violate being unable to call upon a proper companion [key?]. For some reason, Nat was able to participate in FP Prostitution, and AAF. But the race change does force her to have undergarments on, so cant have a naked Nat.
reet5 Posted July 3, 2019 Posted July 3, 2019 On 5/22/2018 at 6:16 PM, heroscomeback said: Holy crap, I think I found the issue thanks to you! It looks like the Immersive Killable Children mod for some reason scales children to 1 or close to 1 for females. I just made an edit to that entry and am going to go in game now to check if it worked. i have the samr problem and still new to modding do i just click on the height values and put .82 or do i do something else?
heroscomeback Posted July 8, 2019 Author Posted July 8, 2019 On 7/3/2019 at 4:02 PM, reet5 said: i have the samr problem and still new to modding do i just click on the height values and put .82 or do i do something else? This was almost a year ago so my memory is a bit hazy but yeah, give that a shot. Change the height value to .82 and see if that fixes your issue.
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