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How to fix conflict between two mods.


Kuromeshi

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ok I have the copies, you can remove the pic's now, let me look into it

 

Does this saved game file load a place for me to check on what's being loaded?

 

try this? if it does not work I won't be surprised, the odd thing here is it's not pulling any mesh files..

 

https://mega.nz/#!JDB1FayS!Trd7yJqwwloLX2bpMtstQjtVPujdy7KRodS4AfLnYFA

Edited by Purr4me
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I used your saved game file and went to diamond city.

Have to play this thing in order to obtain access to the character?

you remapped the keyboard too, have no idea what does what here. Looked at the mappings setting too.

From what I can tell, the patch I just made should work but there's no references to any mesh "Face" files ?

Not in amegos that is.

if you see that...post a screen shot as to where you see that.

Edited by Purr4me
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I used your saved game file and went to diamond city.

Have to play this thing in order to obtain access to the character?

you remapped the keyboard too, have no idea what does what here. Looked at the mappings setting too.

From what I can tell, the patch I just made should work but there's no references to any mesh "Face" files ?

Not in amegos that is.

if you see that...post a screen shot as to where you see that.

it seems from what files were replaced by the second test, all that was modified by you was the texture files for the body, not the body >meshes<.

 

From what I understand in Agemo's mod, his faces are looksmenu presets, they would not have an individual mesh.

 

The only thing that changed in the second test is that regardless of where I place Unique Followers in the load order, it defaults to Agemo's faces and uses the CBBE mesh located at D:\SteamLibrary\steamapps\common\Fallout 4\Data\Meshes\Actors\Character\characterassets\FemaleBody.nif, almost as if Unique Followers was simply deactivated.

 

Again, I have no idea how to look for references in mods or even what to look for. I'm purely going off of what i've observed in the game by changing load order and building those specific presets with BodySlide.

Edited by Kuromeshi
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I used your saved game file and went to diamond city.

Have to play this thing in order to obtain access to the character?

you remapped the keyboard too, have no idea what does what here. Looked at the mappings setting too.

From what I can tell, the patch I just made should work but there's no references to any mesh "Face" files ?

Not in amegos that is.

if you see that...post a screen shot as to where you see that.

it seems from what files were replaced by the second test, all that was modified by you was the texture files for the body, not the body >meshes<.

 

From what I understand in Agemo's mod, his faces are looksmenu presets, they would not have an individual mesh.

 

The only thing that changed in the second test is that regardless of where I place Unique Followers in the load order, it defaults to Agemo's faces and uses the CBBE mesh located at D:\SteamLibrary\steamapps\common\Fallout 4\Data\Meshes\Actors\Character\character assets\FemaleBody.nif, almost as if Unique Followers was simply deactivated.

 

Again, I have no idea how to look for references in mods or even what to look for. I'm purely going off of what i've observed in the game by changing load order and building those specific presets with BodySlide.

 

Just from the listed and installed data you provided me with, I have experienced very strange outcomes so far, mismatching colors, faces, too many of 1 type of xml instructions all to the same things yet altering in wide varieties and ways.

 

But, you did say you wanted Agemo's faces and uses the CBBE or to that end that, with the current code. So now, no matter the load order you will have that.

This studio, CBBE thing, going through it ,shows you can only run 1 at a time.

But the mods here, there are several of these presets. The data flow can get bit's and

pieces mixed in as the load order indicates. I stopped using CBBE last year due to it;s not being precise not making allowances for presets to make sure no others are present. Now....IF you indeed need to use a specific *.nif / a female and /or Male mesh file that overrides any presets or works with a preset, then those need to load last in a load order as an override.

 

but if your not careful you end up seeing al pink bodies in game. That means deleting that saved game file. there are choices to make, methods to use that will give you what it is your after.

 

I can only go by how things are supposed to work VIA the Origin of the games resources. pick out the mesh files you want used with the textures and I'll make that happen. CBBE ? nah, this things too confusing for the amount of data available that can accomplish the same tasks.

Edited by Purr4me
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I think maybe the best way for you would be to get better acquainted with is.

https://github.com/ousnius/BodySlide-and-Outfit-Studio/wiki/Guides-and-Documentation

 

Going by what users make here and there might be why things are messed up, but becoming an author your self as your trying to build your own bodies and they are not running the way you need them to be, there is the source materials for the Bodyslide software's.

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Â

I used your saved game file and went to diamond city.

Have to play this thing in order to obtain access to the character?

you remapped the keyboard too, have no idea what does what here. Looked at the mappings setting too.

From what I can tell, the patch I just made should work but there's no references to any mesh "Face" files ?

Not in amegos that is.

if you see that...post a screen shot as to where you see that.

it seems from what files were replaced by the second test, all that was modified by you was the texture files for the body, not the body >meshes<.

 

From what I understand in Agemo's mod, his faces are looksmenu presets, they would not have an individual mesh.

 

The only thing that changed in the second test is that regardless of where I place Unique Followers in the load order, it defaults to Agemo's faces and uses the CBBE mesh located at D:\SteamLibrary\steamapps\common\Fallout 4\Data\Meshes\Actors\Character\character assets\FemaleBody.nif, almost as if Unique Followers was simply deactivated.

 

Again, I have no idea how to look for references in mods or even what to look for. I'm purely going off of what i've observed in the game by changing load order and building those specific presets with BodySlide.

Â

Just from the listed and installed data you provided me with, I have experienced very strange outcomes so far, mismatching colors, faces, too many of 1 type of xml instructions all to the same things yet altering in wide varieties and ways.

Â

But, you did say you wanted Agemo's faces and uses the CBBE or to that end that, with the current code. So now, no matter the load order you will have that.

This studio, CBBE thing, going through it ,shows you can only run 1 at a time.

But the mods here, there are several of these presets. The data flow can get bit's and

pieces mixed in as the load order indicates. I stopped using CBBE last year due to it;s not being precise not making allowances for presets to make sure no others are present. Now....IF you indeed need to use a specific *.nif / a female and /or Male mesh file that overrides any presets or works with a preset, then those need to load last in a load order as an override.

Â

but if your not careful you end up seeing al pink bodies in game. That means deleting that saved game file. there are choices to make, methods to use that will give you what it is your after.

Â

I can only go by how things are supposed to work VIA the Origin of the games resources. pick out the mesh files you want used with the textures and I'll make that happen. CBBE ? nah, this things too confusing for the amount of data available that can accomplish the same tasks.

Would it simply be better to just author custom outfits for each female companion that can be edited with bodyslide so that they can essentially wear a "skin" of the correct meshes? That way there's no conflict between a secondary mod and it would just be the FemaleBody.nif as an outfit? (Uniquely named per outfit of course.)

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"Would it simply be better to just author custom outfits for each female companion that can be edited with bodyslide so that they can essentially wear a "skin" of the correct meshes? That way there's no conflict between a secondary mod and it would just be the FemaleBody.nif as an outfit? (Uniquely named per outfit of course.)

 

Yes Of course, but you must choose OR use head templates as well for each.

There are several (FemaleBody.nif ) files being used.

You also need the full skeletal components for this to work right.

 

But you need to decide which characters you want this done too.

IF you Draft a global assault, then all characters will be effected. That's a given.

the path needs to be the same as what's contained within the BA2 archives, "All of them"

You need all parts of the characters in order to have a base to work with smoothly without errors.

 

This forum and many others are plumb full of complaints concerning the BodySlide problems. Some of them are user erros, most of them are from the lack of the user reading the posted warnings.

BS works by referencing the default code as you are aware. That's contained in the BA2 packages.

Now, If you change the path---things will change too.

the tools at your disposal are the creation kit, the FO4Edit programs where most of the work is done from, that is the source for your code.

To set the code up so it's will be excepted you use the Creation kit like I did.

 

But you must provide Body-slide with all the parts you make before the game will render them in game.

"head parts" literally says that ! in the code for NPC's

 

Fo4edit / xedit has scripts used to grab the data IF IT IS available / extracted. "Assetmanager" script under apply script will pull down all parts used for the character.

 

As things are here---these were not pulled because the assets were not available in the xml sheets 'YOUR Presets" code.

So, there's no way to pull the parts out from thin air. Instead, instructions are used to tell the game engine to change these in ram, from the BA2 archives.

 

But, if you have all the parts exposed !! Available ! Now your can do what you want, rename files, make a dog into a human, or the reverse.

SSE is the same way, creature creations are done in this way.

 

what mod manager do you use?

 

But our usage of the Amegos was only for Male plugins? here we are discussing Female's I have the saved game code here and it only pulls out the Male follower plugin codes/data.

Edited by Purr4me
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Give me some time, I am currently rebuilding a clean data base for this games assets.

I use Mod Organizer , a vintage version--for reasons of my own.

When I complete the data base, I'll make you exactly what you and every one here wants.

 

WARNING: Bethesda just updated the engine 'AGAIN" so I am seeing a ton of complaints concerning the Bodyslide software's no longer functional.

 

I will take care of that too. Like in all things that can go wrong ,they will go wrong.

You might want to try adding the FemaleFollower plugin too.

 

Kitty Black

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Give me some time, I am currently rebuilding a clean data base for this games assets.

I use Mod Organizer , a vintage version--for reasons of my own.

When I complete the data base, I'll make you exactly what you and every one here wants.

 

WARNING: Bethesda just updated the engine 'AGAIN" so I am seeing a ton of complaints concerning the Bodyslide software's no longer functional.

 

I will take care of that too. Like in all things that can go wrong ,they will go wrong.

You might want to try adding the FemaleFollower plugin too.

 

Kitty Black

 

I appreciate all the hard work you've done trying to help me troubleshoot this, I really do. For the moment I found a workaround with this plugin: https://www.nexusmods.com/fallout4/mods/10233/

 

It allows custom bodies as an "outfit" where you can specifically update the meshes and textures for the companions and other NPCs according to your taste basically what we had discussed with the outfit idea.

 

With the unique followers plugin, I tried all of the ESPs that came with it regarding female followers with the same result. It only will work with one ESP at a time so the others must be disabled. Just using FemaleFollowers causes the same issues for now.

 

If you are able to specifically make what we've been discussing previously, let me know of any updates! You rock! Thank you again for trying! :woot:

Edited by Kuromeshi
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