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Companion Modding


MichaelTracey

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Good day!

 

Looking for some help! So I am trying to figure out how to edit/mod the look of companions/NPC's.

I have CBBE/BodySlide and plenty of presets.

I have the "looks" menu's/mods.

and the amazing follower tweaks.

 

I cant find where the presets are stored for "looks" mods, as it always shows empty when in game trying to edit a companion...

 

If any of you know a good video, as I have watched a bunch now or can help me out I'd appreciate it.

 

Thanks

 

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the presets will be stored here: C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\F4EE\Presets <-- if not using Vortex/M02

 

as such are you definitely launching the game via F4SE, as the presets and likewise the plugin would require F4SE

 

also worth checking said location to ensure their is Definitely presets their.

Edited by G4M3W1NN3R
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Damn it's good to see you around again, GW!! Glad to see that you came back!

 

Ok, so what GW is saying, is that you need to make sure the the files for the presets are located in the folder that he game you.

After that, you use cheat terminal to open up looks menu for the npc.

 

when that folder has files in it, looksmenu should have a button that reads Presets, which contains access to the LM presets that you've downloaded.

 

Be aware tho. Piper and especially Curie can have issues and bugs, when changing their looks via LM presets.

 

So my recommendation is to backup your savegames, before changing them. Then if the bug hits, replace your saves with the ones that you copied to a different part of your computer.

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For the errant facial distortions:

FMIN Fix

Removes Face Morph Intensity Limit.

 

TO the OP, I didn't see where you downloaded and installed any LM presets.

Otherwise, your presets are probably not in the folder per GWs advice.

 

If you wish to create a certain character:

Load or Create then Save as new preset.

Accept character, save game.

 

Hint: Use SLM ID to alter characters, DO NOT use AFT for this function.

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If you open the console and type "TDetect" (without selecting any character or object), the AI for all NPCs will be turned off. Well not exactly turned off but it makes sure the NPC you'd like to edit won't walk away while you're customizing them. Or, if they're already have the companion variables and are commandable, you can command them sit down in a chair.

 

Forgot to mention that LooksMenu is incompatible with mods that alter LooksMenu.swf as the same interface can't be modified by two mods without a patch. Check your Fallout4/Data/Interface folder if you use other interface mods too. Make sure the one that loads in the game is the one that came with LooksMenu.

Edited by LarannKiar
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If you open the console and type "TDetect" (without selecting any character or object), the AI for all NPCs will be turned off. Well not exactly turned off but it makes sure the NPC you'd like to edit won't walk away while you're customizing them.

I've never had that happen! :ohmy:

Looksmenu usually T-Poses them when I do it on NPCS. But that is an awesome share, and sound advice, LarannKiar! :thumbsup:

I'd probly get pretty MAD if they turned around and/or walked off!

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If you open the console and type "TDetect" (without selecting any character or object), the AI for all NPCs will be turned off. Well not exactly turned off but it makes sure the NPC you'd like to edit won't walk away while you're customizing them.

I've never had that happen! :ohmy:

Looksmenu usually T-Poses them when I do it on NPCS. But that is an awesome share, and sound advice, LarannKiar! :thumbsup:

I'd probly get pretty MAD if they turned around and/or walked off!

 

The game has a hardcoded behavior that forces active companions to stay still while the customizer menu is open. (If you open the menu for the player with "SLM 14" you can see your companions stop moving instantly and become silent). Non-companion NPCs are unaffected so their AI continues to be driven by their AI packages that may tell them to sandbox or travel somewhere.

Edited by LarannKiar
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If you open the console and type "TDetect" (without selecting any character or object), the AI for all NPCs will be turned off. Well not exactly turned off but it makes sure the NPC you'd like to edit won't walk away while you're customizing them.

I've never had that happen! :ohmy:

Looksmenu usually T-Poses them when I do it on NPCS. But that is an awesome share, and sound advice, LarannKiar! :thumbsup:

I'd probly get pretty MAD if they turned around and/or walked off!

 

The game has a hardcoded behavior that forces active companions to stay still while the customizer menu is open. (If you open the menu for the player with "SLM 14" you can see your companions stop moving instantly and become silent). Non-companion NPCs are unaffected so their AI continues to be driven by their AI packages that may tell them to sandbox or travel somewhere.

 

Thank you for that information LarannKiar! THAT is really good stuff to know! :yes:

Do you know.... is that behavior coded into followers as well? Or is that something that the modding community threw in, where Beth left us hanging? (Followers, I mean)

 

I actually never tried looksmenu where there were other NPCs around. I didn't want them walking into my FOV while I was doing that work.

Thinking about it tho. That would ROYALLY SUCK if they pushed you out of the camera!!

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If you open the console and type "TDetect" (without selecting any character or object), the AI for all NPCs will be turned off. Well not exactly turned off but it makes sure the NPC you'd like to edit won't walk away while you're customizing them.

I've never had that happen! :ohmy:

Looksmenu usually T-Poses them when I do it on NPCS. But that is an awesome share, and sound advice, LarannKiar! :thumbsup:

I'd probly get pretty MAD if they turned around and/or walked off!

 

The game has a hardcoded behavior that forces active companions to stay still while the customizer menu is open. (If you open the menu for the player with "SLM 14" you can see your companions stop moving instantly and become silent). Non-companion NPCs are unaffected so their AI continues to be driven by their AI packages that may tell them to sandbox or travel somewhere.

 

Thank you for that information LarannKiar! THAT is really good stuff to know! :yes:

Do you know.... is that behavior coded into followers as well? Or is that something that the modding community threw in, where Beth left us hanging? (Followers, I mean)

 

I actually never tried looksmenu where there were other NPCs around. I didn't want them walking into my FOV while I was doing that work.

Thinking about it tho. That would ROYALLY SUCK if they pushed you out of the camera!!

 

 

Yes, as long as they're treated as followers by the game (so Game.GetPlayerFollowers() returnes their actor references), they have this behavior.

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TDetect just toggles "AI detection" of (player presumably).

 

Found these to be handy on the subject:

 

Open console, select NPC to edit, type "setrestrained 1" (prevents them from moving away, "setrestrained 0" to release them).

 

slm ID

 

TAI toggles AI.

TCAI toggles Combat AI.

TANIM toggles animations (frozen like, no fidgeting, but does not respond to mouse drags to turn/ turn head either).

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