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jbezorg

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Posts posted by jbezorg


  1. 1 hour ago, Quisling said:

    Think that's down to the version of ZAP being used, but I'll see what the latest one has called it.

    You've duplicated the items as part of the hid esp file. While the inventory models are defined the armor addons are empty.

     

    Red arrow shows what I added to the armor record

     

     

    aaddon.jpg

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  2. Might want to use RegisterForSingleUpdate. If papryus begins to lag the calls to the OnUpdate event can begin to stack up compounding papryus lag, causing more calls to the OnUpdate event to stack up...
     

    In MilkQUEST.psc

    Event OnUpdate()	if MilkPoll > 24		ActorCheck(1)	else		UnRegisterForUpdate()		GetCurrentHourOfDay()		RegisterForUpdateGameTime(MilkPoll)	endifEndEventEvent OnUpdateGameTime()	if MilkPoll <= 24		Utility.Wait( 5.0 )		GetCurrentHourOfDay()	else		UnRegisterForUpdateGameTime()		RegisterForUpdate(MilkPoll)		ActorCheck(1)	endifEndEvent
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  3. Quick question though, what did you mean by the "normal update cycle?" At the moment, CANS doesn't do anything perdiodically (it will be an option soon though, as long as I can come up with some kind of justification) it just updates whenever it gets a new size update request from another mod. It doesn't monitor the values itself. I actually thought about adding a page to the MCM with toggles for the mods in case players wanted to turn certain ones off. You think that's a good idea? I've actually got the MCM script open in another window right now.

    It would be more efficient and less script laggy if there was one update cycle controlled by CANS rather than several mods each having a script running and updating CANS in their own cycle. You also risk a mod on a very fast cycle spamming CANS with node changes. CANS can communicate back to the dependent mods by sending mod events.

     

    http://www.creationkit.com/RegisterForModEvent_-_Form

    http://www.creationkit.com/SendModEvent

    CANS would need 5 questions answered from each mod

    • What actor?
    • How much to add each cycle?
    • How long should it be done? i.e. how many cycles to run?
    • What node(s) to change?
    • Receive a notification when CANS is finished?
    cans.init(actor target, float rate, int cycles, int node, string hook = "")

    I would avoid letting mods ask CANS to change a node's scale until a specific scale, volume, or any other dynamic value is reached. With several mods running at the same time and the dynamic values being constantly altered the target value may never be reached.

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  4. I meant that an additive scale could cause some insane volumes really quickly, not additive volume.

    Ah, definitely.

    That's the problem with CANS letting mods specify change in scale. Additive doesn't work without risking insane size. Average doesn't work. The only real option is to ignore mods and sort out what mods to ignore in what combination. Or let users select mods to ignore. Or you have to create some sort of weighting algorithm. Then what happens when a character gives birth? Size jumps to the next biggest? Don't know if Estrus Charus still does it but scale was also gradually reduced each egg laying cycle. Estrus Charus (if it still works that way) and other mods will need a Framework call to change & update a value outside the normal update cycle.

    I honestly think working with volume would be easier for you. You can skip deciding if you are going to ignore mods, if some/all/none of them are going to be ignored and/or if they will have a weight for each mod and come up with a weighting algorithm. A modder only has to worry about +/- voulum per CANS interval.

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  5. I would do additive rather than average. Preggers for 6 months + chaurus eggs is going to be bigger than just preggers for 6 months.

     

     

    A more accurate way to calculate the addition to scale is by added volume. When you scale up a node you are increasing dimensions on the X,Y and Z axis. Scale is a multiplier of the X,Y and Z dimensions. Just to keep things simple and since the increase on the X,Y and Z axis are proportional we can use a sphere for our volume calculation and we can arbitrarily say at scale 1.0 the radius of the belly is 1.0 and breast is 0.5.

     

    Volume of a sphere = 4/3πr3

     

    Belly

    • Volume = 4.1887902047864 @ scale of 1.0
    • Volume = 113.09733552923 @ scale of 3.0
    • Volume = 904.77868423386 @ scale of 6.0
    Breast (single)
    • Volume = 0.5235987755983 @ scale of 1.0
    • Volume = 14.137166941154 @ scale of 3.0
    • Volume = 113.09733552923 @ scale of 6.0
    Mods would then tell CANS "I am adding/subtracting X volume at every interval". CANS can then calculate the volume at the interval and then adjust scale based on the current volume.

     

    r = ( V / (4/3π) )^1/3

     

    where "r" would convert back to scale.

     

    Belly scale = r/1.0

    Breast scale = r/0.5

     

    I'm gonna be honest, I didn't even think about volume until now, and looking at those numbers I can say that additive could cause some insanely large body parts. A volumetric approach is a neat idea, but also kinda difficult to get the people making the patches or mods in on i'd think. Once I get a bit more of CANS figured out, I'll take a stab at a volume based version.

    Actually the opposite. The increase in the node scale would exponentially get smaller and smaller each time the same volume was added.

    For a belly to go from a scale of 1.0 to 3.0 the volume added is 108.9085453244436. To get from 3.0 to 6.0 the volume that must be added is 791.68134870463

    Really huge body parts would require insane amounts of volume added.

    But I do agree with min/max caps.

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  6. I would do additive rather than average. Preggers for 6 months + chaurus eggs is going to be bigger than just preggers for 6 months.
     
     
    A more accurate way to calculate the addition to scale is by added volume. When you scale up a node you are increasing dimensions on the X,Y and Z axis. Scale is a multiplier of the X,Y and Z dimensions. Just to keep things simple and since the increase on the X,Y and Z axis are proportional we can use a sphere for our volume calculation and we can arbitrarily say at scale 1.0 the radius of the belly is 1.0 and breast is 0.5.
     
    Volume of a sphere = 4/3πr3
     
    Belly

    • Volume = 4.1887902047864 @ scale of 1.0
    • Volume = 113.09733552923 @ scale of 3.0
    • Volume = 904.77868423386 @ scale of 6.0

    Breast (single)

    • Volume = 0.5235987755983 @ scale of 1.0
    • Volume = 14.137166941154 @ scale of 3.0
    • Volume = 113.09733552923 @ scale of 6.0

     

    Mods would then tell CANS "I am adding/subtracting X volume at every interval". CANS can then calculate the volume at the interval and then adjust scale based on the current volume.

     

    r = ( V / (4/3π) )^1/3

     

    where "r" would convert back to scale.

     

    Belly scale = r/1.0

    Breast scale = r/0.5

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  7. This scene have problems to begin. Use T.

    If you have a trick for solving this quest.... I already use different stages for moveto scripts and scene, but its not working well.... as you see.

     

    The cross.... i use a level 1 character, and I never met this problem....

    Took a look at it. In aFTD2CapturedCeremonyScene, in the travel packages, change the target radius for "Place to Travel" procedures from 0 to something like 256 or a little larger. The scene won't advance to the next phase because...

    • All the characters must be at a distance of 0 to complete phase 1 and allow all the travel packages assigned to the characters to end.
    • The first character at the "Place to Travel" target stops moving because it's satisfied the package but that prevents all the other character's from getting to a distance of 0.
    • One character my push the other out of the way and then that satisfies it's package condition to get at a distance of 0 but the character that was pushed out of the way has it's travel package turn back on because it's no longer at a distance of 0.

     Waiting unloads the 3D bounding boxes and allows all characters to reach a distance of 0.

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  8. The package MariaEdenComeToMyCage for the scene MariaFPGotoCage in the quest MariaDefeat has the slave move to within 200 units of the destination.


     


    The completion condition for phase 3 of the scene is the player being less than or equal to 150 units.


     


    If the player has a straight path to the target then movement will stop at about 200 units. Never satisfying the condition to complete phase 3 locking the player out of completing the scene.


     


    I've learned the hard way that actor's AI pathing in Skyrim is very sloppy. If you were to  set the package destination to be completed at 150 units you can't guarantee that the player will get there. There has to be overlap. I like increments of 128 units since it's about the same height of an actor at scale 1.0. Set the package destination distance at 128 and set the phase 3 scene completion at 256.


     


    This will give you an idea of what a unit translates into visually. Real world units can be found here.


     


    UnitScaleRef.jpg


     


     


     


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  9. You can prevent animals from capturing the player with something like this I think.



    Scriptname MariaEdenDefeatStarter extends daymoyl_questtemplate

    Keyword Property ActorTypeAnimal Auto

    bool Function QuestCondition(Location akLocation, Actor akAggressor, Actor akFollower)
    return akFollower == none
    endFunction

    bool Function QuestStart(Location akLocation, Actor akAggressor, Actor akFollower)
    bool result = false

    int handle = ModEvent.Create("MariaPlayerDefeatBy")
    if handle && akAggressor.HasKeyword(ActorTypeAnimal) == false
    ModEvent.PushForm(handle, akAggressor as Form)
    result = ModEvent.Send(handle)
    endif
    SendModEvent("da_StartRecoverSequence") ; must be somewhere, preferably after finishing moving stuff about, this will remove the Blackscreen unless specified
    return result
    endFunction

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  10. Getting this error.



    [03/28/2015 - 02:26:54AM] Error: alias Horse on quest MariaEdensStreetWhore (7D3202BA): Cannot force the alias's reference to a None reference.
    stack:
    [alias Horse on quest MariaEdensStreetWhore (7D3202BA)].ReferenceAlias.ForceRefTo() - "<native>" Line ?
    [MariaEdensStreetWhore (7D3202BA)].MariaEdensStreetWhoreScript.Fragment_4() - "MariaEdensStreetWhoreScript.psc" Line 142

    This was in Whiterun using LAL start.


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  11.  

    Nothings happening.

    What do you expect? Depending on quest you may be put into the cage to rest for the whole night.

    There is only one cage action scene - if you surrender during a bandit attack and the daytime is high (> 16) and a cage is nearby - you'll be locked into this cage and during the waiting time (until a khajit carawan arrives to bring you to the slaver) it could happen that a guest is joining you to make the cage time less boring.

     

     

    This was after the long wait ( used the wait feature to accelerate it some ).

    The khajit caravan is there ( you can make out some of their tails in the pic ) They stood in to doorway for a good long while and I thought they were out of range to start the next scene (AI in Skyrim isn't too reliable. Found you have to have plenty of overlap in detection zones. i.e. With an AI package that moves actor A to start a dialog with another B, the dialog for actor B will start within 512 units but actor A will move within 256 ).

     

    So... I used console moveto command to move them closer to the bandit. Nothing happened. Went to make lunch, came back, nothing had happened. They were still standing there.

     

     

    Also, found out that wolves and other animals can trigger a capture with Death Alternative.

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