Looking at your screen shot, did you build the body with build morphs checked? That screen shot shows an unchecked box.
Galmar1313 wrote:Here is a screenshot btw.
Such a good boy!
Galmar1313 wrote:Here is a screenshot btw.
Galmar1313 wrote:Here is a screenshot btw.
Delt wrote:figured it out. I'll be back in a few days when I have literally every creature converted.
Galmar1313 wrote:Good to hear!
Delt wrote:Galmar1313 wrote:Good to hear!
it's twice now that I've picked apart your shit to figure something out, thank god someone knew. thanks for the material.
Carreau wrote:SkyGuy wrote:Is it possible to check the stats of a follower if I'm using multiple followers at once? I don't know where Bria's level is at since I can't get the distendex to work when everyone is following me.
One more question.
I'm pretty sure that Bria as eaten enough people to move onto robots but she can't eat them. Does Bria automatically get new perks as she levels uo or no?
Thanks for dealing with my stupidity!
As I've stated before, I don't code around multiple followers. So, if you want to know more specifics about her stats, dismiss your other followers and try again. The way it's set up right now, distendix is going to pull whatever companion is sitting in the Companion Alias in the Followers quest.
All NPCs automatically level. High Iron Diet 1 is a level 40 perk.
Carreau wrote:All NPCs run through the list of perks available against their stats anytime they level up. You can add whatever perks you want to add by console, it's just tedious to get all of the IDs and add them.
If she's still not showing up in distendix, then the multiple follower mod changed the companion alias on Follower quest. Or you didn't dismiss her and then pick her up to make sure she was filling the Companion Alias.
I had a debug command in MCM for leveling up followers, but it works off Companion Alias. So again, depending on how your mod changed a core vanilla feature, it could potentially cause the command not to work. But to use it, enter debug mode by typing "Set VM_VoreDebugEnabled to 1" in the console and the buttons should show up in the Fallout Vore MCM page.
Carreau wrote:Auto leveling of NPCs is handled by a perk. NPCs don’t just automagically get levels from having a devour weapon. Look at how I handled the vore gunners to see what I’m talking about
Carreau wrote:Yes. The perk applies a magic effect that figures out a level to apply to the NPC. Then it calls a function in ConsumptionRegistryScript to level up the NPC. That then broadcasts to the levelup script that applies perks based on level and stats.
Applying perks is like stupid easy on leveled NPCs. Just about every series of leveled NPCs has a base template NPC. For the vore gunners, it's EncVoreGunner01Template_VM_. That template NPC has the perk to level match to the player, and then any NPC that uses that template for their spell list get the perk.
EDIT: So, zombiese gave me a really awesome idea. An option to change the scat piles to something less...crappy.
I've got some more to do with this before I'll be happy with it, but this was a quick item I threw together in the CK and added to the scat script.