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A.J.

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Posts posted by A.J.


  1. On 8/11/2015, 12:18:01, snagglepup said:

    BreastExpansionLactationNoIMCNNV.esp

    Mmmh... does that mod require Bodymorph to work?

    If it does, and it returns an error, then you should check if you installed BodyMorph framework correctly, with all its requisites (it requires latest NVSE and NX)

    If it doesn't, then it wouldn't be bad if you first inspect why that mod has a script which causes an error.

    EDIT: found it. Yes it requires BodyMorph, so I'd say you should just check BodyMorph installation and its requisites.

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  2.  

    The animTool (the other version, more complete) does not have this problem... If this can help.Bye, Jd

     

     

    I checked the variable.

     

    Since you can reproduce the issue, you could write this line on console:

     

    HELP fAutoAimMaxDistance

     

    it should return you a value, something like 1800.

    After you'll have the issue, try to check it again, I believe it wrongly setted it to 0.

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  3. My current issiue that I'm having trouble with (the one in the title) is selecting a new dialogue topic to function as a greet topic. Is there any way to do that without hijacking all the dialogue with an on Activate script?

     

    I'd use an OnActivate Event Handler, filtered by npc (or list of npcs) where you want to apply it. If you need infos about EHs, you can check in the tutorial section, Doctasax made a tutorial

     

    An alternative could be using that perk function which allows to run a script when activating something, but I've never used it for dialogues, can't think to possible downsides.

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  4. I know of at least a case of ENB working correctly with this mod and its alpha, so I know some ENBs should work :)


    ENBs can have some issues with transparency sometimes, I don't know details of it, what causes it.


    For example in Willhaven I remember some ceilings in interiors were not visible if you had a ENB.


    Also, in a mod I did some time ago a building was not visible with ENB active.


    It should be some consequence of some peculiar shader, but I don't know technical details.


     


    And now that I think... there's some "transparency fix" inside some ENB ini file, which should be turned off to make ENB working correctly with transparency. Maybe it's the same tweak that must be done for my shader to work correctly.


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  5. Well... when I was testing, those were a couple of false positives I remember. I for sure remember that faction and disposition didn't help with them, but what I don't remember is if GetShouldAttack solved them all. I think so, I think GetShouldAttack was the answer to every problem, however a small in game test will confirm you :)


    By the way, I've just seen this:

    if eval (rActor.GetAV Aggression > 5)   if eval (rActor.GetDisposition Player < rActor.GetAV Aggression)      ;; Enemy   endifendif

    and I wanted to add you this just for curiosity:

    - you don't need to eval everything, that usually is used for new NVSE 4+ things like arrays

    - Aggression goes from 0 to 3. 0 is the only pacifist, 1 is someone who can fight, 2-3 are almost the same, they both are frenzy and attack whatever they see, it has not to be used on rational actors

     

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  6. Hi, when playing in hardcore mode the computer crashes when I drink from any water source. Bottle water, cactus, water on ground etc..

    Anyone got any idea how to fix this?

    Has any one even come across this before? 

     

    Any help would be great.

     

    Pretty vague, very hard to understand why. The first cause I could think about is some newer mod (something uploaded in the last year), a Load Order would be the first place where to start.

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  7. Hello, each time im in third person or first person i get the same problems, and it only happens if im playing a female character.

     

    The only animation mods im using are..

     

    Hitmans animation resources, plus butter fly run/walk.

     

    And weapon animation replacers by joefox. 

     

    I also reinstalled all of them but still get the problem. 

     

    Some SS http://imgur.com/a/kNOz7

     

    Definetely a combat animation issue. I remember I've read that a couple of times, I think on hitman's thread on nexus, it's the first place I would start digging (even if there are 600 messages -_-)

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  8. So let's say you found a cool old mod that you wanted to play, but for some reason it requires a way older version of NVSE and that version ONLY (I.E., no version x.x or newer, just version x.x).

     

    I'm not sure it's possible. As far as I know, newer versions add and correct things, don't remove things. So if it works with an old version, it must work with a new one too. If you can test it and see that mod stops working correctly with a newer version, I'm more inclined to think there's an error in the mod and the scripts should be inspected.

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  9.  

    Yeah, just went to the Mojave to punch some random people  :blush: and confirm that it looks like the most reliable way to filter enemies. And "Aggression" happens to be a completely different thing compared to TES version. So, ended up with this UDF:

    If you want to test, here's a couple of false positives I had:

    - coyotes (mum + puppies, those which are red but won't attack until you get in the aggro radius)

    - certain military near the tents in Primm, I think it was Mc.Gee, but I'm not so sure, I'd test them all

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  10. Looks interesting, but I can't seem to get it to work, I'm getting a really weird graphical error on my face after applying the lipstick. I'd upload a pic but the site seems to be having issues, maybe I'll get one up later. Basically my face gets all black and glitchy, kinda like there's a black layer trying to occupy the skin layer.

     

    EDIT: It is most definitely the black area on the textures. Experimented by turning the black areas white and now my face is white with the same graphical errors in game.

     

    The black is alpha channel. If your graphic handles the alpha as mine, then it will be invisible; if it doesn't, then it will be black, and it's what's happening.

    Why your game is not handling alpha as my game does? I don't know, but we could investigate. Are you using some certain ENB, maybe?

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  11. I've got a problem with Bodymorph somehow breaking an idleanimation. I've got the following script in a token that gets added to player's inventory when the character uses a breast pump:

     

    scn aaSexoutLactationMilkTokenScript

    float timer

    int bdoonce

    int bdoonce2

    int bDoOnce3

    ref rClothingItem

    Begin GameMode

    if timer == 15

    removeme

    endif

    if timer > 1

    if bdoonce2 == 0

    set bdoonce2 to 1

    set rClothingItem to player.GetEquippedObject 2

    player.unequipitem rClothingItem 0 1

    DisablePlayerControls 1 1 1 0 0 1 1

    player.addscriptpackage aaSexoutLactationMilkingAnimationP

    endif

    endif

    if timer > 1.5

    if bDoOnce3 == 0

    con_tfc

    set bDoOnce3 to 1

    endif

    endif

    if 1 == IsPC1stPerson

    ;in first person, force to 3rd

    TapControl 13

    endif

    if timer < 15

    set timer to timer + GetSecondsPassed

    else

    ;15 seconds have passed

    player.removescriptpackage

    EnablePlayerControls

    player.removescriptpackage

    ;decreasing milk amount and resetting vars

    Print "SoLact: Lowering milk level and resetting vars"

    set aaSexoutLactationQuest.fMilkAmount to (aaSexoutLactationQuest.fMilkAmount - 1)

    set aaSexoutLactationQuest.fLastMilked to GameDaysPassed

    set aaSexoutLactationQuest.fMilkChange to GameDaysPassed

    set aaSexoutLactationQuest.iLactatingEnding to 0

    set aaSexoutLactationQuest.iMsg1 to 0

    set aaSexoutLactationQuest.iMsg2 to 0

    ; if IsModLoaded "BodyMorph.esp"

    ; call aaSexoutLactationQuest.bomoScaleDown PlayerREF "Breasts"

    ; call aaSexoutLactationQuest.bomoScaleDown PlayerREF "Breasts"

    ; Print "SoLact: BodyMorph scaling breasts down by 1"

    ; endif

    if aaSexoutLactationQuest.fMilkAmount == 1

    player.dispel aaSexoutLactationEffect02

    player.dispel aaSexoutLactationEffect03

    player.CIOS aaSexoutLactationEffect01

    elseif aaSexoutLactationQuest.fMilkAmount == 2

    player.dispel aaSexoutLactationEffect01

    player.dispel aaSexoutLactationEffect03

    player.CIOS aaSexoutLactationEffect02

    elseif aaSexoutLactationQuest.fMilkAmount == 3

    player.dispel aaSexoutLactationEffect01

    player.dispel aaSexoutLactationEffect02

    player.CIOS aaSexoutLactationEffect03

    endif

    con_tfc

    set timer to 15

    if aaSexoutLactationQuest.iPumpCondition < 30

    set aaSexoutLactationQuest.iPumpCondition to (aaSexoutLactationQuest.iPumpCondition + 1)

    player.unequipitem aaSexoutLactationPump 0 1

    else

    player.unequipitem aaSexoutLactationPump 0 1

    player.removeitem aaSexoutLactationPump 1 0

    showmessage aaSexoutLactationPumpDestroyedMessage

    set aaSexoutLactationQuest.iPumpCondition to 0

    endif

    player.additem aaSexoutLactationMilkBottle 1

    player.pushactoraway player 2

    endif

    End 

     

    If Bodymorph.esp is active in my load order, the idle animation included in the AI package that is applied to the player won't play no matter what, while the rest of the script runs fine. It doesn't matter if I utilize the scaling functions within the same script or not (right now they're commented out for testing), the only way I can make the animation play is by removing Bodymorph.esp alltogether. As soon as Bodymorph.esp is included in my load order, the PC just stands there while the script runs it's course. Bodymorph itself works, things get resized just fine.

     

    Anyone got any ideas?

     

    edit: I tried with a spell and playidle command but the result was the same, animation won't play as long as Bodymorph.esp is active.

     

    BodyMorph is a SpecialIdle. Only a single animation per animgroup is allowed by the game engine, i.e. if you are smoking a cigarette you can't drink a bottle of beer, but you can walk while smoking (=different animgroups).

     

    For the same reason, you can't morph and invoke a special idle at the same time, one will take priority on the second one. Now it all depends by when you are invoking that animation. I see it's a gamemode, but when it is supposed to run?

     

    To answer your previous message about the function with absolute values, it would break the purpose of Prideslayer's framework. There's no way to track down the actual value of a morph, you can't Get a value from the nif, so the only way is storing these values in the ESM. But if a mod has already morphed something, and then you fix your own absolute value, you will erase what the other mod did.

     

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  12. Hmm, good tip, there even may be other types I'd like to exclude. Still, will fail for some mods where the keys might be just misc items.

    Personally I wouldn't be much preoccupied. If they're not marked as Quest Item, then probably they are common clutter, and if they are not, then I would have another modder to blame :lol: *just kidding*

     

     

    Aren't there any functions that just return current map limits as coordinates

    mmmh I don't think it would be very useful, probably I explained bad what I was meaning. Your main concern is that they don't finish inside a rock or in places like that, I guess. But I just thought to a solution right now that I'm writing:

    - If it's on exteriors, you don't care too much, you just track down their distance, you only need that they go far away enough. To achieve a destination, you can move your marker in some random spot. If you are afraid to put it behind the edges, you could use a gamemode scanner that looks for a random reference of a certain type which is surely inside the edges of the map, i.e. a marker (there's a marker type), but it could be even an actor, better if not enemy, and use that reference as temporary destination for your followers' package; while you will have to not use a static, as destination, since it's full outside the edges. not sure about activators, but for example I placed some activators outside the edges in a mod of mine, shame on me... :P

    The scanner could cause stutter due to its depth, based by how much depth you will use, in these cases I use a gamemode scanner which walks <some references> per frame, but well it depends by the kind of reference you're tracking down. A marker would be a good idea in my opinion, since there are not so many to check with GetDistance (>>> it is considered a slow function, I tend to use it less than I can)

    - If it's interiors, you can track down the door marker (you know, the yellow prism), hlp ported some door functions from OBSE recently and they work very fine, I already used them. So they can simply go to the yellow prism and then you teleport them on a temporary cell, just to teleport them back to the yellow prism when they come back.

     

    These are the first 2 solutions I could think about

     

    maybe you know any mods that use this method?

    I have an old mod on my computer which uses that, but I'm away from GECK these days.

    Or if you don't mind digging, probably Gribbleshnibit's "Radar mod" uses a similar check to achieve the enemy targets in the radar.

     

    EDIT: edited the second paragraph, I forgot interiors

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  13. Regarding that question about packages.

    Weird, but sometimes a package added with "AddPackageAt" can't be removed with "RemovePackageAt", although is removed by "RemoveScriptPackage" instead. So, executing a shortly delayed "second pass" with RemoveScriptPackage in case the package still exists (after a RemovePackageAt) does the trick, I think...

    And now a portion of some new random questions :)

    • The PC is being robbed of random items by some NPCs. But for the sake of not ruining quests and stuff like that, some items can't be taken. For now, I have the following checks:Are there any other checks that should be probably performed?
      • if eval !(IsQuestItem rItemBaseForm) && !(IsScripted rItemBaseForm)
      • if it is not a pip-boy (i.e. GetEquipmentSlotsMask doesn't contain a 6 flag)
      • if Item name does not contain keywords "pip-boy", "key", "card" — so that various keys and keycards don't get stolen.
    • It's quite simple to make NPCs run towards some target, but is it possible to make it reverse? I want to simulate a situation where the PC sends his companions away, after which they should run away for some distance, spend some time "regrouping", and then return back and attack whoever I script them to. That should work on any random terrain or even in interiors (although in interiors it would be best if they could run away just until they can't be "seen" by the enemies)

      Is there any function that can tell whether an NPC can be spotted by another NPC?

      Is something like that even possible?

    • Is there a better way of sorting out who is your enemy and who is your ally in a battle besides comparing GetCombatTarget references and faction relations (for now doing it with a multipass loop which marks any NPC fighting the PC or his companions as an enemy, and then adds everyone else from their factions to enemies either. But it is not failsafe in case an ally is fighting an enemy, and both are not faction related to any other NPCs — both will be marked as allies. Or when and ally and an enemy are related by a neutral to both faction — both will be counted as enemies).

     

    1) if you are concerned about keys, GetType 46 should exclude them all. But if you have a list of excluded keywords... what about adding "wig" and "hair", too? :)

     

    2) If you place your marker, being unreachable is a good risk, as you said. Not only it could be in a rock, but think for example if you are on the edge of a canyon, or hooverdam, or in the water, etc. there's plenty of cases to test. But I believe a combination of timers and getdistance should make the trick - you mainly want that the companion goes away from you, so you only care about its distance, so if after some time it is still too near then let's try again and see what happens. Or point as destination an existing vanilla header, picked by location, i.e. 1 header for edge of the map, if you are S then it will pick the N marker, etc. This implies playing in Mojave, not sure what could happen in other worldspaces but I believe the npc will still move away and this is what you want basically - you need to make them go away on their feet, or it will be a pain when it's time to regroup them.

     

    By the way, there's a GetLOS function which maybe could help you, for npcs.

     

    3) You create a lot of false positives if you use the faction relations. The most reliable method I know is picking all the "red ones", but I forgot right now how I did it -_-

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  14. The limit before CTD both PS and me found was 165 - number of mods that use at least 1 BSA file.


     


    But just few days ago I found a post of Luthien Anarion which was saying something more about that 139 limit, he was writing it was a bug introduced after a certain patch of NV. There could be more and we simply never knew that, I always said I was finding so strange that both Luthien Anarion and JIP took that silly explanation on Nexus as a valid explanation, when it takes you only 10 minutes to verify that it was false and the IDs don't roll over


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  15. I guess the spell continues but further CIOS don't work?

    The spell continues, I know that for sure. But I don't really know if you can CIOS after death, sincerely. But why should you CIOS more? is it the same spell or is it different?

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  16. I did see a little distortion in the movement of testacies during the Amra animations, but its probably always been there and I only noticed it now because I was looking for anomalies.

    Maybe, or maybe not, can't really say and I would need people's feedback for this. If you are using the male body included with SO, I weighted it some time ago for Prideslayer, copying Amra's weight so that the animations could seem the most possible like the original penis. But it's still a new penis, so there could be some slight difference in some movements... it's hard to say, it should be compared splitting the screen in two and making a very accurate and close comparison, we're probably talking about fractions of millimeters :(

    In the meantime I thought about the bounce thing. You know what? in the second post I included some modified breast which is lower than the original. Maybe that, maybe that could cause a difference in some animations, due to its modified position. I tested it with walk and run and it was fine, but who knows what could happen in some SO animation.

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  17. Never noticed the thing about the lockbox, thank you so much, now I feel so curious that I would reinstall FO3...


     


    Here's few from me, even if they are more GECK things.


    - There's something under the ground when you find the dead chinese body. I guess it's used to repeat the radio signal.


    - There's a man hidden among the buildings on the docks of Point Lookout. I guess he is a dummy talking activator to repeat the voice of the Brain.


    - The whole initial scene of you approaching the coast over the boat, in Point Lookout, is actually you surfing over the water wearing a helmet which seems a boat. I was curious to see how they did it...


    - There's a lot of nice events which are triggered only in specific conditions, and a lot of crossed storier behind them. Like the encounter inside Lady Frumperton shop, that raider is the brother of the other raider found in Marigold station, which was confronted time ago in Girdershade by Sierra Petrovita's friend who killed his 2 mates. Trying to rebuild how all the facts happened and were connected was one of the things I more loved in FO3. Didn't find much of this in NV.


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  18. I've just read in the OP that you name, along with Astymma, Deedes skeleton as alternative. I believe that one creates misalignments due to the same foot IK issue I had on BodyMorph skeleton which led in the end to remove morphs from legs to solve it. So, more in general, every skeleton which allows morphing on legs (so bodymorph is an exception) will probably cause random misalignments. From what I'm aware, there are at least 3 skeletons that could cause it, two for NV and one for FO3.


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  19. How do I restrain the PC with a package? With a zero radius? Will things like "Weapon unequipped" also work?

    It doesn't really matter, any package will have that result. And yes the equipment flags should work. I remember I was removescriptpackage via console without passing any parameter and it was working to unrestrain me, so I believe it doesn't really care what package you're triggering.

     

    Still, the packages continue to give all kinds of issues. Using the reset.kf did the trick with releasing animation-stuck NPCs, I think. But sometimes a package is not removed by "RemovePackageAt" for some reason, i.e. it still shows in the console as the active one even after trying to remove it several times. Randomly trying stuff like EVP, ResetAI, RemovePackageAt consistently sometimes does the trick. As initiating a combat does.

     

    My opinion? I don't understand why using such a complicated UDF just to trigger a simple package.

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  20. Well, it shouldn't happen, really. Amra's animations should use the same bones used to walk and run, so if that works for you, even Amra's animations should work. Of course there could be something I'm ignoring, so if you'll want we'll debug this together. When you can, you could point me to a specific animation that seems not working correctly, so I'll try to see if I find a reason why it shouldn't work.


     


    EDIT: speaking of what... Odessa included that skeleton in Sexout some time ago, I'll take a look on SO thread to see if someone else had this issue.


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