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Lovers Plugins Status Thread


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#21
varenne

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Isn't payment for sex part of AdultPlayPlusforSSP? I'm not 100% sure...


Also LoversHooker if it's installed.
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#22
varenne

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On the recompiling front - now that I have successfully figured out how to do it (the CS extender is a must for this) I am going to quickly revisit bravil underground to fix the messages that came out as gibberish. There won't be any new content so it is not like you need to go grab it once it is up (be the weekend sometime at the earliest) but it is nice to see the proper message instead of gibberish when you get your blessing from molag bal.

Cheers,
Greg


Curious, what is the need to have to recompile? I'm assuming you also are referring to recompiling scripts.

And while I'm at it can you provide some input on how you approach translating script comments, messages, etc.?

Also, what is your process for book translating? Egg? CS strips off the HTML tags via export/import, so IMO less than productive.

These questions are available for others to chime in as well. I'm trying to determine what, if anything I need to add to the Translation Thread in regards to these topics/sub topics.

Path, folder and file names should be about it, although I have not seen too many of these; rare or even very rare. I don't even think Oblivion can work with paths in languages other than English. Russian & German maybe? I don't know what other languages Oblivion was created for.
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#23
gregathit

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All of those mods had messages\comments that popped up on the upper left of your screen (or popped up in a dialogue\action box) and when you change them from the gibberish (egg makes gibberish of them when you alter the other things) then you have to recompile the scripts or all of them will be broken (that had the messages\comments anyway).

CS extender has a recompile all feature that will only recompile the active scripts for that particular esp\esm. If you try doing that via just the normal OBSE+CS then it will recompile and add all scripts from that mod plus oblivion.esm and any other masters that the plugin has. Which you then have to go and manually delete or you risk causing all sorts of problems. With the CS extender all that is history. The sad thing is CS extender has been around forever, I just never really had the need to mess with scripts so I never bothered checking it out.

For translating books I just open the thing in egg and copy the entire contents of that book and paste it into google's translator. Most of the time books really suck to translate and unless it is critical for the mod I just wipe the contents and make some snarky remark about the text being "in code" or "unreadable". Most of the Japanese versions of books are written in a narrative that makes it brain wrackingly nuts to try to translate. If you are lucky you end up gleaning the central plot and then have to creatively fill in all the blanks. In essence you rewrite the story since you can't really tell for sure what they are saying. It can take hours just to make one book - which can discourage you from even finishing the mod. If you are determined to translate the book(s) - save it until the very last thing. You will often have a better understanding of what the book is trying to say by finishing the rest of the mod.
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#24
gregathit

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Isn't payment for sex part of AdultPlayPlusforSSP? I'm not 100% sure...


Also LoversHooker if it's installed.


I don't have lovers hooker installed at the moment so that is not it. I have made no changes to adult play plus so that is not it either.

I "think" the problem is actually inside lovers slave trader itself and may have happened when I recompiled things. I am going through the scripts now line by line to see if a message just got screwed up somehow. Funny thing is, despite the gibberish\garbled message, it still gives out gold - so at least the formula is correct - just the message is off.
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#25
varenne

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Isn't payment for sex part of AdultPlayPlusforSSP? I'm not 100% sure...


Also LoversHooker if it's installed.


I don't have lovers hooker installed at the moment so that is not it. I have made no changes to adult play plus so that is not it either.

I "think" the problem is actually inside lovers slave trader itself and may have happened when I recompiled things. I am going through the scripts now line by line to see if a message just got screwed up somehow. Funny thing is, despite the gibberish\garbled message, it still gives out gold - so at least the formula is correct - just the message is off.


Could be like you said, caused by recompiling. Still don't understand why you would need to recompile. Knew about the CS recompiling ALL freaking scripts into the currently oopen esp/esm though; been there, done that, hated it, lol.

I don't have SlaveTrader or Bravil currently active so no help there.

Thanks for the feed back on books, pretty much my process as well; leave to the very last, hope for the best. Japanese based books are the hardest, Russian the easiest, at least for me. I'll try and add that too to the thread; just a blurb and warning I think. Think I'll take a look at CS Extender also and see if it adds anything good to support easier translating. I have it DL'ed too and like you never had a need to install and use it.

Based on prior experience with Japanese translation of game stuff, they often use a form of colloquialism, or even worse phonetics. Similar to writing 'shit' like this, ssshhhiiiiiiiiitttt! And that's a simple example. Makes translating near impossible for us native English speakers. Really had to use Japanese developers in those instances and then collaborate to get it into a reasonable sense of English.

FYI, now that you are working with scripts. I added a link in the trans thread to the NotePad++ OBSE script 'colorizor', which works up to OBSE ver 18. There's a sample screen capture to review also. You may find it useful as you troubleshoot the Lovers Slave Trader scripts.
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#26
gregathit

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Actually, what is really cool about the CS and scripts is that it has a preview feature so you can see the script without actually opening it. Makes things so much quicker to check.

If you use egg translator to change the messages in the scripts you "have" to recompile the script or it breaks. I tried to skate by with bravil underground but it would not work. My beta release it and slave trader all had their scripts broken if you don't recompile after changing the messages. Now with the CS Extender it is as simple as loading the esp and hitting the script pencil icon, then hit recompile all and then save. That is it ... your done.

On the hunt for the borked code output I am still looking. I am pairing down plugins but I am getting more sure that it must be one of the core files (which is really strange as slave trader v91 doesn't do this (at least not that I remember!). My next step is to stop and go back to v91 of slave trader to see if that gets rid of the garbled message. It "may be" that upgrading to rev96 of LPK is the answer to why the text may be garbled .... I will try that if v91 of slave trader fixes thing.

Ah, the joys of troubleshooting. I was not planning on testing out LPK rev96 this early (wanted to finish translating more plugins first) but I really need to figure this out so that I can put stuff out there for folks to experiment with.

I will eyeball the colorizor feature. I am a heavy user of Notepad++.
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#27
gregathit

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GOOD NEWS!!!!! I found the source of that damn garbled message! I had hit the console key and noted that lovers stop kill raper was kicking in but dismissed that plugin having anything to do with it. Turns out that IS what the message is from. The only thing bugging me is, I now don't know how long this has been going on. I "do" have a newer version of the plugin from IceCold29 but I haven't yet installed it - now might be a good time to do so - yea?

Anyways the formula is what was bad and thus it was printing out this message at the top left of my screen:

"NPC name" threw out 8.2074E-315 Gold(s) to "NPC\PC name".

Now that I know it was nothing at all to do with slave trader, bravil underground, pay bandit or any of the other mods I have been working on....I am that much closer to having some new updates for folks to test out.

Tomorrow I will work on Finishing translating Lovers Stupid version G. Lovers Stupid is one of my favorite little background plugins. I can't really explain why I like all the little pink headed gals running around or the public masturbation....I guess I just find it all a bit funny with my slightly twisted sense of humor (ok, maybe it is more than just slightly twisted - but who cares right?????). :)

Now that I have wasted most of the day play testing and looking for that error ... I am going to take a break and play that half life conversion Black Mesa. It is damn good!

Peace out!
Greg
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#28
gregathit

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HURRAY!!! I decided to skip Black Mesa for the evening and tinker with the scripting of Lovers Stop Kill Raper to see why it was displaying the garbled message. What I discovered is that in translating it the %n which puts the NPC's name in the message was moved around (actually there were two %n and a %g which is the gold amount). In the Japanese version (which worked fine other than the message being in Japanese of course) the code was in a certain order and in all the English translated files I could find it was in a different order. So I switched things back to the order the original Japanese plugin had, reworded the English translation so it made sense and BOOM! it worked! The gold amount was no longer the nonsense stuff that is my above post but rather the correct amount (in this case it was 35 gold).

Now I can go to bed happy that all issues are resolved ..... so far anyway...:)
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#29
perfectioncat

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HURRAY!!! I decided to skip Black Mesa for the evening and tinker with the scripting of Lovers Stop Kill Raper to see why it was displaying the garbled message. What I discovered is that in translating it the %n which puts the NPC's name in the message was moved around (actually there were two %n and a %g which is the gold amount). In the Japanese version (which worked fine other than the message being in Japanese of course) the code was in a certain order and in all the English translated files I could find it was in a different order. So I switched things back to the order the original Japanese plugin had, reworded the English translation so it made sense and BOOM! it worked! The gold amount was no longer the nonsense stuff that is my above post but rather the correct amount (in this case it was 35 gold).

Now I can go to bed happy that all issues are resolved ..... so far anyway...:)


It is good to translate the replaced variable part after it replaces it with the one that individual of AAA and BBB, etc. can be recognized.
The example such as not describing an actual variable has been seen though the substitution sign was added to make the past adjust to the expression of English.
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#30
varenne

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HURRAY!!! I decided to skip Black Mesa for the evening and tinker with the scripting of Lovers Stop Kill Raper to see why it was displaying the garbled message. What I discovered is that in translating it the %n which puts the NPC's name in the message was moved around (actually there were two %n and a %g which is the gold amount). In the Japanese version (which worked fine other than the message being in Japanese of course) the code was in a certain order and in all the English translated files I could find it was in a different order. So I switched things back to the order the original Japanese plugin had, reworded the English translation so it made sense and BOOM! it worked! The gold amount was no longer the nonsense stuff that is my above post but rather the correct amount (in this case it was 35 gold).

Now I can go to bed happy that all issues are resolved ..... so far anyway...:)


Yeah, those variables and supporting text really tripped me up when I started getting into translating. Now when I find it in scripts I translate separately everything before, in between and after them, then stitch it back together till it makes sense.
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#31
varenne

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Spoiler


Okay so I finally found that new 'merged' LoversCreature related MOD I mentioned earlier. It has to do with the LoversMotionsNT that has become very popular here as of late.

This 'merged' LoversCreature_SexualOrgans 7 + M is identified in the readme for LoversMotionsNT, translated readme:
Spoiler


This LoversCreature_SexualOrgans 7 + M is a merged compilation of:
LoversCreature_SexualOrgans v7.0, LoversCreature_SexualOrgans +, LoversCreature_SexualOrgans_M v0.9

Best I can tell it will
1. Replace ALL LoversCreature_SexualOrgans you currently use.

2. Is made for LPK Rev 96

3. As mentioned above, a requirement for LoversMotionNT

4. As Identified in the readme below it has it's own requirements, mostly, that you either already have the meshes/textures from prior versions, or you need to download them. URLs are provided in the readme. Most intermediate to advanced Lovers users should already have them installed, new users may not.

Translated readme:
Spoiler


I tested against a Rev 94 instance and had issues, but that may in fact have been my fault and not the MOD's. I'm also not planning on staying with 94 much longer, it was mostly for testing purposes.

So I would venture a guess and say this needs to go in the Rev 96 ONLY category.
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#32
NekoTerra

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looking at the japanese list i see there are a couple missing

upgrades:
TamagoClub.esm v1.15c http://www.4shared.c...goClub115c.html

HiyokoClub.esm v1.10a http://www.4shared.c...koClub110a.html

sorry I can't really find anything useful in the readme on what's updated outside of a few new commands in Tamago

also:
HiyokoGenetics v1.00 http://www.4shared.c...koGenetics.html

there could be more on the site http://wiki.livedoor... those just happened to be the ones that I noticed
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#33
gregathit

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Well, my forward progress has slowed greatly as real life introduced a bunch of hurdles the past 2 days. Today and the weekend should hopefully get me back on track. If things go really well I may even have some versions for folks to test.

Thanks for the Tamago Club notes. At the present time I am not planning on doing any Tamogo Club translations. My first priority is getting the LPK plugins and then the rev 96 and testing it against all the updated and current plugins on the site.

When all that is 100% complete, then and only then will I start taking a look at the pregnancy mods. There are just too many of them and they add too many different variables to properly test things.

However don't let that stop you from posting links to updates that you see! I will make a separate section for Tamago Club plugins as part of Phase two of the site update.

Cheers,
Greg


EDIT: 10-14 Update

I have almost completed a first pass with lovers stupid. While that is good news in an of itself. The plugin is in sad shape. There is a freaking ton of dialogue in this plugin and much of it is going to have to get "winged" as it is mostly Japanese slang. What this means is that I will have to play it a bit and note odd stuff (I guessed on may area's) and then make a second pass with both the CS and Egg to get it right. Unfortunately I "may" be starting a new job so my free time may be a bit limited for a week or so. I will still make progress but instead of 2-4 hours of work in the evenings I may only be able to spend 1 hour. I am shooting to have playable beta's for the following mods sometime Saturday:
Lovers Stupid v1.06G - fixed tons of dialogue and translated the new stuff
Lovers Slave Trader 1.0 - scripts fixed and ini machine translated
Lovers Adult Play Plus for SSP 119b - nothing new just cleaned a bit of dialogue
Lovers Rape Slave - cleaned some dialogue up
Lovers Slave Play - cleaned some dialogue up
Lovers Aphrodisia 2.5 (includes and updated HUD esp)
Lovers Paybandit 1.4 - some clean up in dialogue
Lovers Skirt Flipper 1.01C - cleaned a bit of dialogue
Bravil Underground (nothing new here just got rid of the gibberish in a few messages)
Lovers Stop Kill Raper 1.10 - fixed a broken script and cleaned a bit of dialogue
Lovers Stop Sweet Death 1.02 - cleaned a bit of dialogue

Unless something strange happens I won't have time to mess with lovers with PK rev 96 until next weekend at the very earliest. I will begin play testing with it at that time and seeing what plugins will work with it and if it is possible to upgrade our base package for the site. It will take me at minimum of a week (perhaps two) to properly test all the plugin on the site (many of which I don't normally use so it will take me longer to check them to make sure they are properly working). Once I have begun testing rev96 I will put out a call for folks to help me test things to speed up the process. After rev96 testing is complete I will then tackle any remaining lovers plugins that are out there and start working on any new ones that come up between now and then.

Cheers,
Greg
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#34
gregathit

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Well, scratch my doom and gloom last! I managed to kick some of this shit into overdrive (man I was hoping this would happen but not really expecting it). I made massive progress and am starting in on PK rev 96 today. If things continue to go as well as they did today, we could be looking at a some beta versions well before the weekend. Wish me luck!! :)
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#35
gregathit

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Ok, back to doom and gloom. I am trying to do too much too quickly and things are just going to shit with the testing. I am scaling back to the core lovers plugins with just the bare minimum to test each plugin and will slowly work through this. I am getting crashes all over the place from what was an extremely stable game and it is impossible to figure out which lovers plugin is causing it.

Unless I get some break through it may be some time before I am able to release anything. Sorry. Tried to ram rod things through but it didn't work so I am back to the slow but sure one step at a time method.
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#36
varenne

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Ok, back to doom and gloom. I am trying to do too much too quickly and things are just going to shit with the testing. I am scaling back to the core lovers plugins with just the bare minimum to test each plugin and will slowly work through this. I am getting crashes all over the place from what was an extremely stable game and it is impossible to figure out which lovers plugin is causing it.

Unless I get some break through it may be some time before I am able to release anything. Sorry. Tried to ram rod things through but it didn't work so I am back to the slow but sure one step at a time method.


Post a list of exactly what you've got set up as your 'core'. I went fairly deep for a while there with 96, but reverted back to 94 to try and track down some issues, as I believe that is where and when the differences occurred. Also keep in mind Donkey did have to release modified versions of some non-core Lovers MODs for 94, so it may be the same needs to done for 96 now; maybe just some tweaks here and there.
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#37
gregathit

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Oh it is much worse than that! I was still using rev91 to test out the plugins and had tons of issues.

There is a remote chance that some of the new plugins 'may' require rev 96 but I have too many variables at the present time going to pin things down...thus I am going to a clean lovers install to start over.

I was trying to test all of this at the same time (tried to bet the farm):
Spoiler


With all of those going I experience CTD's all over the place as folks had sex inside the Talos District and several others. I had spaz outs with nude body meshes (like the wrong skeleton was being used) and all sorts of other oddities. I also had numerous BEX (OBSE) crashes.

I was pulling my hair out so I got desperate and switched to this bare minimum setup for lovers:

Lovers with PK.esm
LoversCreature.esm

LoversRaperS.esp
Lovers with PK.esp
LoversStupidNpc.esp

LoversCreature.esp
LoversMB2.esp
LoversIdleAnimsPriority.esp
LoversAnimObjectsPriority.esp

All other non lovers files were still active. All of the issues and crashes went away. So somewhere in the mass of lovers plugins I 'had' running is the culprit(s). Whether it is one of the new upgrades, or fixed scripts ones, or an older plugin that conflicts with things is unknown. To minimize my variables I am going to completely remove all lovers stuff and start over.

What I am torn over is whether I should use rev91 or rev96 to do this. Half of me wants to stick with rev91 as I know it works. Half of me wants to bite the bullet and move to rev96 to see if I can make it work.

I am leaning towards just going to rev96 and toughing it out but I am going to sleep on it and see how I feel tomorrow. I am open to other opinions as I can't seem to make up my mind at the moment.
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#38
varenne

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Well here's my opinion gregathit. Why are we trying to support that many MODs for something like rev91? Personally I think it's insane.

I mean, look at the posts lately. Members are moving forward due to wanting things like MotionsNT and others that actually require rev96, which IS better.

Also what did Ark of Truth settle on for his 'complete' package?

I can agree that we don't want to force members to rev96, but at some point we also don't want to have to support old versions any more so we can evolve and move forward. Me? I'd test against maybe rev93 (don't know if that one was stable or not, I didn't stay there very long) and Rev96, but again that's just me and my honest opinion.

And seriously G' are you a masochist? I would never have that many MODs together in one Oblivion test instance. Maybe at the very end of testing, after I've tested smaller groups, then built it up to something that complex over time. My 'core' test setup is even smaller than what you have towards the end.

Take a break and regroup, it'll all be here tomorrow.
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#39
gregathit

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Well here's my opinion gregathit. Why are we trying to support that many MODs for something like rev91? Personally I think it's insane.

I mean, look at the posts lately. Members are moving forward due to wanting things like MotionsNT and others that actually require rev96, which IS better.

Also what did Ark of Truth settle on for his 'complete' package?

I can agree that we don't want to force members to rev96, but at some point we also don't want to have to support old versions any more so we can evolve and move forward. Me? I'd test against maybe rev93 (don't know if that one was stable or not, I didn't stay there very long) and Rev96, but again that's just me and my honest opinion.

And seriously G' are you a masochist? I would never have that many MODs together in one Oblivion test instance. Maybe at the very end of testing, after I've tested smaller groups, then built it up to something that complex over time. My 'core' test setup is even smaller than what you have towards the end.

Take a break and regroup, it'll all be here tomorrow.



Well, the only reason I bothered testing with rev91 is that we know for the most part what does and does not work with it (leaving the updates aside for the moment). Rev91 is stable as heck and I thought that would make an excellent testing platform.

Now that I have had some coffee and a chance to think about it I am going to move to rev96 since that is the end goal anyway, I might as well start with that and move forward. I am going to skip over rev93\rev94 as they are just time wasters for the most part. Once we figure out what doesn't work with rev96 (if anything) then we can either fix those plugins or figure out which version of lovers will work with them so we can let folks know.

As to why I tried going after that many at one time, well I was testing them as I went in a limited fashion but enabling them one at a time to make sure the game started and looking for error reports in the console and all that good stuff. However, actually playing the mod takes time and I was still busy translating\recompiling at up to that point. I had zero conflicts, so I thought I might just get "lucky". It was worth attempting for no other reason than "if" it had worked it would have gotten folks the plugins tons quicker.

Sadly that didn't fly, so I am going back to a normal testing procedure of the bare minimum to get each plugin working and then after confirming that they work independently, slowly adding to the mix in different combo's to see what breaks what (if anything) and in what combination. As you are aware, this will take 3 to 5 times as long to accomplish. It will be thorough as hell, but painfully slow. :(

EDIT: I honestly don't know what is in Ark's package, nor do I really care. While AIO's are "handy", no one has thoroughly tested this stuff to the level that I am about to (that I have ever seen proof of) so it isn't really relevant. It would take more time to figure out what all Ark stuck in there than it is worth. Most AIO's don't give you choice on which version of RaperS you may want (as just one example) and so on, and so forth, so I just am not willing to bite on them.
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#40
varenne

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Okay, sounds like you have a plan. And so what if it takes longer, what's the rush?

And now that I know that Ark's 'package' isn't a factor I can nix it on my end as well.

Once we figure out what doesn't work with rev96 (if anything) then we can either fix those plugins or figure out which version of lovers will work with them so we can let folks know.


Totally agree with this approach. I also think you'll find that most stuff does work with rev96, as long as you are using some version of Wrye Bash and a bash patch. Part of what I think contributed to the 'it's not working with rev96' complaints is one, the many variants of MODs and two, the refusal by many to move up to using Wrye Bash. It's not freakin' rocket surgery, it just takes a bit of reading, learning through trial and error.

I think this too needs to be a factor in what will be supported going forward; those that use BOSS+manual adjustments, OBMM ONLY and those that use BOSS+manual adjustments, OBMM AND Wrye together.

Any way that's my 2 cents worth...
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