0 of 0

File information

Last updated

Original upload

Created by

Generated by CreationKit

Uploaded by

mith077

Virus scan

Some files not scanned

395 comments

  1. Dahveed
    Dahveed
    • premium
    • 168 kudos
    Does anyone know what the secret trick is to get Looksmenu to work on NPCs again?  On old gen a couple years ago I was able to customize faces and hair to my heart's content, but now nothing works regardless of which patches I use.

    I had Valkyrie as a regular follower and grew attached to how she looked with her hair and face edits, now with her "vanilla" looks I can't stand it, I grew too accustomed to how she looked modded.

    Ever since NG it feels like looksmenu is a coin toss.  Heads it works, tails it doesn't.  And I can't find the logic in it.  I've googled various solutions but none of them "stick".
    1. mith077
      mith077
      • premium
      • 132 kudos
      Probably you'll need to wait an update of Looksmenu that works properly with Next-Gen.
    2. Dahveed
      Dahveed
      • premium
      • 168 kudos
      I forgot I made this comment, but I actually figured it out.

      The solution, In case this might help someone:

      Make sure there is no facegen textures for the npc (from a mod or elsewhere), and make sure you have the latest x-cell fix to automatically generate them.

      - Open up the follower's sheet in the CK (xedit won't work), and make sure ALL template data is set to "none"
      (on the bottom left box, it absolutely has to say "NONE" or else this won't work.  Save the character sheet and reopen it, setting values to "NONE" until you get the "NONE" to stick.  Note that every single "uses x" template has to be "NONE" even though it has nothing to do with appearance)
      - reset their values if applicable (stats etc)
      - Make sure their body is "skinnaked" on their traits tab (or whatever custom one they might have had if it got erased), or else your npc will be invisible
      -save
      -???
      -profit

      And it works.  I even got this to work for previously untouchable NPCs, i.e., Desdemona.

      So it's nice to know I have the trick now to Looksmenuing any NPC in the game going forward.  
  2. Husakron
    Husakron
    • premium
    • 37 kudos
    Just question for clarification, I currently have ver. 2.3 installed. I just need the update file? The Full 2.3.1 is for those that haven't used this mod yet? Thanks.
    1. mith077
      mith077
      • premium
      • 132 kudos
      Yeah, update file is for v2.3 users.
      It just contains plugin. You have v2.3 installed, then install the v2.3.1 updater and overwrite v2.3 files, if mod manager asks.
    2. Husakron
      Husakron
      • premium
      • 37 kudos
      Cool.
  3. Dutchygamer
    Dutchygamer
    • member
    • 0 kudos
    So I've been running Fusion City Rising for years now, and with each run I keep running into a strange issue I haven't seen anyone else report about. I can't reveal much without spoiling some bits of the quests, so apologies for that in advance. Similarly if this is outside of the scope of this patch then I'm sorry. I thought that here at least someone with some knowledge of the mod is still active, unlike the comments section of the main mod itself.

    When you escape V59 you have the big fight between Sword of Atom and Ini-Tec at the Fusion City Vault Entrance. When Ini-Tec is victorious they walk off into somewhere (eventually dying from radiation poisoning) and if Sword of Atom win you have to kill them yourselves.
    The issue that I have is that the Sword of Atom goons keep on respawning after a while. Its almost guaranteed that if I move to the entrance after a couple of ingame days that all of them have respawned. The major problem (and part of the mystery) is that the Ini-Tec goons don't respawn at all, so you have to fight ~30 NPCs by yourself. This is especially annoying if you leave Fusion City via the vault entrance and you are greeted by an army of angry cultists.

    Now I've been trying to fix this issue myself with F4Edit multiple times. Initially I noticed that the Sword of Atom NPCs specifically used for this fight (the various LVL_SoAxxx_FCVE) all had the Respawn flag, which would explain this behaviour. However, even after disabling this flag (and many, many playtroughs later) they just keep on respawning anyway.

    Next I tried comparing against the Ini-Tec NPCs used for this fight (IT_LvlGunnerxxx_FCVE). Unsurprisingly they didn't had the Respawn flag enabled, and otherwise I didn't see anything in particular. So that leaves the question: why do these NPCs not keep on respawing?

    The only thing I can think of is that it might be related to which template NPCs they use, but which template NPC does what is still kind of a mystery for me.

    As for mods I run: too many to mention. The only one that in particular touches Fusion City Rising is my patch mod in which I tried to fix this issue.

    Any help or tips are appreciated :)
    1. Dutchygamer
      Dutchygamer
      • member
      • 0 kudos
      And after writing this out and looking into it a bit further I think I it are indeed the template actors causing this.

      Each of the LVL_SoAxxx_FCVE NPCs use the LVL_SoA NPC as their Base Data template actor. That one has the Respawn flag enabled. If I compare this against the IT_LvlGunnerxxx_FCVE with the IT_LvlGunner Base Data template actor then there the Respawn flag is disabled.

      For the heck of it I opened the mod in FO4CK and surprise surprise; for the LVL_SoAxxx_FCVE NPC the Respawn flag can't be edited but is checked. If I remove the Base Data template actor I can edit the Respawn flag. After comparing this with the various other xxx_NoRespawn NPCs Fusion City Rising (and Outcasts and Remnants) introduces I see with all of those they don't use a Base Data template actor.

      Long story short: the Base Data template actor overrules whatever flags you declare on the NPC itself, but FO4Edit isn't smart enough to show that when it happens. I should check more things with the CK in the future :)
    2. mith077
      mith077
      • premium
      • 132 kudos
      Yeah, these horde of cultic enemies will respawn, along with some others from Outcasts and Remnants.
      Seemingly the original author was aware of the issue at some point, and later quests in OAR uses no-respawn variants.
      Now, v2.3.1 files include the fix. I addressed them by disabling Enable Markers referred by the actors instead.
  4. xTheRage
    xTheRage
    • supporter
    • 2 kudos
    Nvm.
  5. AAAARTEMISSSS
    AAAARTEMISSSS
    • member
    • 8 kudos
    area near bunker hill crashes this was an issue in previous versions 
    1. mith077
      mith077
      • premium
      • 132 kudos
      Should be a coincidence, because this mod has no edit around Bunker Hill.
    2. AAAARTEMISSSS
      AAAARTEMISSSS
      • member
      • 8 kudos
      might be a conflict with prp and this mod that's the only actual issue I have with the mod everything else is perfect any patch or known fix or a suggestion please
    3. mith077
      mith077
      • premium
      • 132 kudos
      Sorry, I can't address issues that I can't reproduce.
  6. adb1x1
    adb1x1
    • premium
    • 1 kudos
    A quick question or two: these mods use CBBE or mods that are CBBE (some variations I found for differing weights). While it can be kind of fixed for other body types and a bit of tedious mod package download and modification (not perfect for sure), I'm a bit hesitant to do it again (played the mods several years ago). I have the latest NG of FO4, so I'm sure there will be something I trip over!

    Do you know if a mod exists that handles body-type and clothing (even partially)? For sure updating this mod to its latest ver is a requirement as well for another playthru.
    1. mith077
      mith077
      • premium
      • 132 kudos
      The main difference between Vanilla vs CBBE compatibility issue is texture coordinate. Thuggysmurf's mods are based on CBBE, so if you don't install CBBE and you'll see stretched texture issues on nudie outfits.
      And despite many body mods are around, basically there are only two texture coordinates, Vanilla or CBBE. So as long as you'll pick CBBE based body mods, you won't see texture issues without any patching.
  7. hang50
    hang50
    • premium
    • 5 kudos
    still getting 2 or 3 stretched hairs. seem to be short cut ones.
    edit. my bad. had one from wasteland wounder glue .. loaded to
  8. mroger246
    mroger246
    • member
    • 1 kudos
    Hi mith077, thanks again for all your great work - another quick question though.
    For the Harbormaster Hotel fix to work 3DNPC_FO4[Previsibines].esp needs to load beforeThuggysmurf_Optimization.esp
    But the road , cars, fence on the left side of East Boston Prep School when heading to the rear entrance disappear.
    If the load order is swapped everything is good except for a small section of road between the fire barrel and the Pub sign when close to it.
    Although withThuggysmurf_Optimization.esp disabled the small section of road still disappears when close to it.
    Has anyone else seen this running 3DNPC and OAR.
    1. mith077
      mith077
      • premium
      • 132 kudos
      Hi.
      Probably quickest fix for your setup is loading 3DNPC patch lately and disabling PreVis at Habormaster Hotel.
      Please open plugins in FOEdit, type '0009F0A2' in 'FormID' textbox at top left, then delete all 'VISI', 'PCMB', 'XPRI' and 'XCRI' sub-records from last load order.
    2. mroger246
      mroger246
      • member
      • 1 kudos
      OK, thanks for the easy fix.
  9. mcleod777
    mcleod777
    • premium
    • 7 kudos
    @mith077,  

    I haven't played Fallout 4 since last year and am coming back to the Bethesda Mayhem, once again. 
    I have had ALL the Thuggyverse mods in my load order since release.
    I just downgraded from FO4 NexGen and use version 1.10.163.

    IF I follow your instructions in the description on the front page, Is there anything else I have to do to get this to work?  
    Also, I'm able to use xedit to find problems and know how to make patches.
    Thanks for your response.

    Edit     I also use your other mod:      Optimization and Compatibility for South of The Sea (SOTS)

    So I have the same questions for this one too, thanks. 
    1. mith077
      mith077
      • premium
      • 132 kudos
      It's okay without any additional step. Both mods are tested on both Pre-Next and Next-Gen.
      If you're planning to build BA2 version of Thubbyverse mods, don't forget to downgrade CreationKit as well. Next-Gen CreationKit bundled Archive 2 utility will generate Mayhemed version of BA2 and 1.10.163 game will crash with them.
  10. chickmetalhead
    chickmetalhead
    • supporter
    • 164 kudos
    Hi - thanks for your work! I just downloaded the new 2.2, and I have what may be a dumb question. Depravity has loose files, but I noticed 2.2's new facegen files are inside the ba2 files. I am not an expert on FO4, but on Skyrim the loose files would win out over anything in a bsa file. If FO4 is the same, isn't that a problem? If it works different on FO4... then I may have just learned something new or maybe something I had forgotten.

    PS. If it matters, I am not on the FO4 next gen version yet, still using 1.10.163
    1. mith077
      mith077
      • premium
      • 132 kudos
      Hi.
      Yes, loose files take precedences over BA2 archive, just like Skyrim.
      You'll need to delete loose files version of FaceGen data to use newly generated ones.
      Alternatively, Depravity can be packed into BA2 archive. This is preferable option for Fallout 4, because BA2 has better performance than BSA and no 4GB limitation.
    2. chickmetalhead
      chickmetalhead
      • supporter
      • 164 kudos
      Thanks for the information. I had v1.9 of your mod for a long time and it seems to work great. The only problem I had, which happens even without your mod, is that some of the Depravity characters had a dark face.

      Spoiler:  
      Show
      Raina, Raven, and Taryn had the problem, but the rest were all fine, including Harley. I am basically done with Depravity anyway, but I thought I would try the new version 2.2, and then tried again tonight with 2.3 - in both cases with the loose FaceGen meshes from the Depravity mod out of the way. But the same problem still exists.

      Again, this doesn't appear to have anything to do with your mod - and I retested without it installed at all (and the depravity meshes back in play), and it was the same thing. Oh well, like I said... I am basically done with Depravity and nearing the end of my playthrough. One additional thing, again not related to your mod. I do occasionally get a similar temporary dark face problem with Piper, Cait and Valkyrie... and even my Player. Saving, exiting Fallout 4, and launching again usually clears things up. It is very odd, not to mention that it looks extra weird because the back half of the neck is fine, but the front half and the face are a very dark brown. I have tried several "solutions", and some may have helped, but it just kind of broke immersion to have to save, stop, and restart at times... maybe every 5-10 gaming sessions - usually after an intense battle. Haha, beats the heck out of a CTD - so maybe I shouldn't complain!

      Anyway, thanks once again for your mod - because it fixed a lot of issues with the Thuggy mods that I had. And they turned out to be a big addition to this playthrough - with the help of your mod. Thanks!
    3. wxMichael
      wxMichael
      • premium
      • 95 kudos
      Dark or "rusty" faces are typically caused either by mixing face texture resolutions (e.g. 1K and 2K) or by using loose BC7 textures for FaceGen.
      The latest version of VEFS can convert all face textures to the same size and proper format, which it can then use to generate non-rusty faces.
    4. chickmetalhead
      chickmetalhead
      • supporter
      • 164 kudos
      Edit: Giving FEVS a try now, original comment under spoiler.

      Spoiler:  
      Show
      I tried looking into mismatched texture sizes in the past, and again last night, and didn't see that. It is also only these few Depravity girls that I have a more permanent problem with. With my followers, it clears up the next time I start FO4. So last night, I tried doing the SLM trick on them, just going into hair, "switching" to an alternate and back, and the face resets just fine, and still is fine after saving and exiting SLM... but it doesn't last. I played a few hours after that, and when I went back to check they were messed up again.

      I also was never sure exactly what textures need to be a matching size - I am not as familiar with FO4 as I am with Skyrin, but everything related to face textures in my game is 1k, as far as I can find. I tried switching to 2k several months ago, and everything got real messy so I switched back. As I mentioned somewhere, I am about done with this playthrough. But if I do another playthrough, especially with the new upgrade to Fallout 4, I will give that VEFS utility a look - thanks for the information!
    5. chickmetalhead
      chickmetalhead
      • supporter
      • 164 kudos
      So I tried VEFS a few different ways, with x-cell and without, with 2.1.9 of this mod and 2.3, and using VEFS Quick Fix and regenerating the textures. As a reminder, I use 1K. With the various combinations, and using various saves. Some worked a bit... but still didn't look quite right. For example, Valkyrie's face was darker and had an odd effect on it, that maybe was causing it to be darker as well.

      So I backed everything off, reactivated the Depravity Loose facegen files, and was about to give up.

      But then, for some reason (I am not sure why), I thought to myself... forget all that - but try one last try just using ONLY the new textures on my old build, in an MO2 folder after everyting else... and... it... seems to work! If you read my previous reply under the spoiler, I had changed the hair on a couple of Depravity characters with SLM, and on that latest save... the 2 or 3 that had the new hair... still had the new hair AND their faces were just fine, not rusty at all!

      So thanks wxMichael - and of course rereading your message to me... maybe just rebuilding the textures was exactly what you were suggesting. In any case, I have played for maybe an hour each night the last 3 nights, saving my game, and then heading back to check on the Depravity girls... but not saving. So each night the length of time since I went back grew longer. Each time, they were still fine! So, if I haven't just jinxed myself... I think I am good now!
    6. bongodoctor
      bongodoctor
      • supporter
      • 13 kudos
      Are you saying we need to delete the loose facegen data from the depravity mod in order for the new facegen data to be used?
    7. mith077
      mith077
      • premium
      • 132 kudos
      Either deleting loose facegen or packing Depravity into BA2, if you're using X-Cell Fallout 4.
      Alternative facegen is included in this mod.