Fallwham Posted July 2, 2014 Share Posted July 2, 2014 Hello, Â I updated your mod and started a new character. Â Bad news is : there is a memory leak causing save bloating. On a level 1 character the .OBSE part of my saves went quickly from 1.5 meg at the beginning to 11.7 meg just after the sewer exit. After deactivating both esp (xlds and xldsfuro) and deleting the menuque.ini file you added, everything is back to normal with a 0.5 meg save (obse part). Â P.S : I have v16b menuque version from the nexus. Â Link to comment
scotelic Posted July 2, 2014 Author Share Posted July 2, 2014 >> Glad to hear that my mod is wreaking havok in any case. Hi! i have some new "how about..": - make time when egg-layed person lays unconscious** adjustable within range from 0 to "all eggs hatched" (** but could be envolved in sex); in purpose of better chance for daedra spawn instead of "wasting material" (i see too often when egg-layer stands up quickly and destroys all eggs around, even barehanded). I think I will just make the higher level eggs a bit harder to kill.- enable npc-autofeeding toggleable\configurable (from "fully automatic" to "never autofeed", with intermediate probabilities, maybe, depending on player's proximity); short example -- my char leaves Skingrad and meets a legion soldier slowly patroling road (horseriding**); next second legioner glows green and while pc is running by, console says about "legioner is randomly seeded", "Remove hunger for <legioner> stage 1", "Remove hunger for <legioner> stage 2" - with no delay.. so my char thinks, "in such way this guy gonna spawn eggs without feed(=sex) at all.. despite of %me% and other travelers walking the same road"..The idea was to have the NPC to start with a random amount of food and arousal. If I don't show the green glow when randomly seeding, it will not be noticeable, right? ** humorous addition - what if arousal madness (in case of realy desert road?) could push poor soldier to lay down under his stud?  It's not something that I will add in right now, as there are usually other NPC's around.  *snip*  Thanks for the quick reply. Just to confirm, not even unseed my character? Because I'm using a relatively old version (don't remember which). Well, I don't think so. Most of my code fixes bad data on the fly in any case, so nothing should go wrong. Hello,  I updated your mod and started a new character.  Bad news is : there is a memory leak causing save bloating. On a level 1 character the .OBSE part of my saves went quickly from 1.5 meg at the beginning to 11.7 meg just after the sewer exit. After deactivating both esp (xlds and xldsfuro) and deleting the menuque.ini file you added, everything is back to normal with a 0.5 meg save (obse part).  P.S : I have v16b menuque version from the nexus. I was trying to fix that memory leak last night since I noticed it. For now I am going to pull the version, and try fixing it. Also, giving the Mythic Dawn members Furotrap made it very hard to deal with them at their base. I've tested a change to Furotrap to stop combat against furotrapped characters to at least make it survivable, but still as a zero-cost spell they spam it too much. I am thinking of giving them the eggs' spell which drains fatigue, furotraps, increases seeds level and target arousal.  Please continue to use version 1.1.20 for now. Thanks! Link to comment
scotelic Posted July 3, 2014 Author Share Posted July 3, 2014 Version 1.1.22 is released, but it is not stable. Stick with v1.1.20 if you don't want to deal with the following problem. Once in a while messages stop being displayed. To get it going again, you need to exit Oblivion and run it again. Messages are being logged to the console in case you want to check while playing. Â Also, I have been playing with Oscuro's Oblivion Overhaul for the past couple of nights, but have not had the problem of the Daedra eggs not being able to cast their spells. Two people have reported a problem with this. If you are running into this issue, please send me your load order. If two or more people do this, I can see what mods they have in common and try to fix this problem. Otherwise, I can try something else, but would be guessing at what the problem might be. Â Change Log 1.1.22 (2014-07-03) -fixed a bug with the message icon not being displayed -fixed message scrolling off the screen, although the speed still needs adjusting -furotrap detargets victim, so that combatants leave them _mostly_ alone -mythic dawn get egg spell instead of furotrap spell (but they don't use it yet) -fixed save game bloating -random seeded npc no longer will glow or spawn eggs immediately -larger eggs are tougher to kill Link to comment
rynak777 Posted July 4, 2014 Share Posted July 4, 2014 Not to discourage the few people who still bother to develop for this framework, but: Â Â Version 1.1.22 is unstable. The messages stop being displayed after a while. Save your game, quit, and run oblivion again to get them going. Â Â *Searches download page* *Reads through first post on forum* -> Only version offered is 1.1.22. Â Well, to put it diplomatic: Thanks for at least informing about the problem. This way, newcomers can make the reasonable choice to refrain from giving the mod a try at this point in time, and wait for someday perhaps a working version being posted (in which case, they should DL and keep it safely away on their own HDD - you know, in case another bugged out version is released in the future, but no older versions are offered once AGAIN). Link to comment
LibertyPrime Posted July 4, 2014 Share Posted July 4, 2014 I have a small suggestion. Would it be possible to have an option to make this mod 'active' only after the first Oblivion Gate has been closed? Link to comment
fejeena Posted July 4, 2014 Share Posted July 4, 2014 Yes that is simple, activate the Mod in Mod Manager after you have closed the first Oblivion gate. Link to comment
scotelic Posted July 5, 2014 Author Share Posted July 5, 2014 Not to discourage the few people who still bother to develop for this framework, but:  *Searches download page* *Reads through first post on forum* -> Only version offered is 1.1.22.  Well, to put it diplomatic: Thanks for at least informing about the problem. This way, newcomers can make the reasonable choice to refrain from giving the mod a try at this point in time, and wait for someday perhaps a working version being posted (in which case, they should DL and keep it safely away on their own HDD - you know, in case another bugged out version is released in the future, but no older versions are offered once AGAIN).   Hi rynak777,  Yeah, I wish there were more mods in active development for this framework as well. And I am very grateful to those of you who still are.  I think you just stopped short of seeing all the versions available for download. On the download page, when you click the green download button, then you will be able to choose from one of the various versions there.   I have a small suggestion. Would it be possible to have an option to make this mod 'active' only after the first Oblivion Gate has been closed?  Yes that is simple, activate the Mod in Mod Manager after you have closed the first Oblivion gate. Okay, that got a laugh out of me. Thanks fejeena.  LibertyPrime, I had the same idea a while back, but lumped it in together with my possible never-going-to-get-done quest portion of the mod. Hopefully I will do something about the timing of when things start to go wrong, but for now I am going to continue working on features. Please keep the suggestions coming! Link to comment
scotelic Posted July 5, 2014 Author Share Posted July 5, 2014 Posted version 1.1.23 Messages are no longer unstable. Enjoy! Link to comment
LibertyPrime Posted July 5, 2014 Share Posted July 5, 2014 Yes that is simple, activate the Mod in Mod Manager after you have closed the first Oblivion gate. Â Easier said than done. I have over 200 mods and rebuilding my bashed patch each time I activate/deactive a mod makes me want jump off a building. Link to comment
LibertyPrime Posted July 5, 2014 Share Posted July 5, 2014 Okay, that got a laugh out of me. Thanks fejeena. Â LibertyPrime, I had the same idea a while back, but lumped it in together with my possible never-going-to-get-done quest portion of the mod. Hopefully I will do something about the timing of when things start to go wrong, but for now I am going to continue working on features. Please keep the suggestions coming! Â Â That's ok. A quest sounds awesome. Take your time. Link to comment
scotelic Posted July 5, 2014 Author Share Posted July 5, 2014 Â Â Yes that is simple, activate the Mod in Mod Manager after you have closed the first Oblivion gate. Easier said than done. I have over 200 mods and rebuilding my bashed patch each time I activate/deactive a mod makes me want jump off a building. No need to include this mod in your bashed patch. It does not modify anything so there will be no collisions. The xldsFuro.esp does modify 2 of the scrips in FuroTrapGenerator, but as far as I know doesn't need to be bashed for any reason. Just wanted to let you know in case you do go that route. Link to comment
LibertyPrime Posted July 5, 2014 Share Posted July 5, 2014 Â Â Yes that is simple, activate the Mod in Mod Manager after you have closed the first Oblivion gate. Easier said than done. I have over 200 mods and rebuilding my bashed patch each time I activate/deactive a mod makes me want jump off a building. No need to include this mod in your bashed patch. It does not modify anything so there will be no collisions. The xldsFuro.esp does modify 2 of the scrips in FuroTrapGenerator, but as far as I know doesn't need to be bashed for any reason. Just wanted to let you know in case you do go that route. Â Â Â Oh, I know it doesn't go into the bashed patch. I mean that each time you install/uninstall a mod you need to remake your bashed patch since it's load order sensitive. Link to comment
scotelic Posted July 8, 2014 Author Share Posted July 8, 2014 Â ...Snip... Â Oh, I know it doesn't go into the bashed patch. I mean that each time you install/uninstall a mod you need to remake your bashed patch since it's load order sensitive. Okay, that sounds painfull. It should be pretty easy for me to put in a configurable setting to disable some stuff. I'll get that in the next version. Â Fyi, I am working on daedra interaction. Daedra will now claw at seeded characters and give them a chance to block to resist them (which makes them angry). Also, characters will grow addicted to having daedra seed implanted in them, and could lose the ability to resist. Finally, I have rewritten large parts of the code to make it easier to add these new features. No worries, it will remain backwards compatible, so no clean save or new game required. Link to comment
LibertyPrime Posted July 8, 2014 Share Posted July 8, 2014 Well, now that I've narrowed down my load order by about two dozens of mods, it's much easier. Â Nice new features. Looking forward to the next update. Link to comment
Damicles Posted July 8, 2014 Share Posted July 8, 2014 Â Â ...Snip... Oh, I know it doesn't go into the bashed patch. I mean that each time you install/uninstall a mod you need to remake your bashed patch since it's load order sensitive. Okay, that sounds painfull. It should be pretty easy for me to put in a configurable setting to disable some stuff. I'll get that in the next version. Â Fyi, I am working on daedra interaction. Daedra will now claw at seeded characters and give them a chance to block to resist them (which makes them angry). Also, characters will grow addicted to having daedra seed implanted in them, and could lose the ability to resist. Finally, I have rewritten large parts of the code to make it easier to add these new features. No worries, it will remain backwards compatible, so no clean save or new game required. Â Â Like the idea of characters becoming addicted to having daefra seed implanted in them for a future update are you going to have the player create a daedra coven that will corrupt women. ? Â Link to comment
ExiledBloodWolf Posted July 9, 2014 Share Posted July 9, 2014 (edited) k i need help i installed the mod and every thing that it needs and u recommend but i get this "XLDS Error finding creatures in hatcheable creatures array id 0" help me with this the game is a fresh install after the game had a bad error in it be for so no other mods before this Edited July 9, 2014 by ExiledBloodWolf Link to comment
scotelic Posted July 10, 2014 Author Share Posted July 10, 2014 Version 1.1.24 is now available for download: 1.1.24 (2014-07-10) -New handling of Daedra and Dremora -They will follow seeded characters and try to have sex with them. -Daedra can be blocked, which will likely prevent it, but anger the Daedra into attacking. -NPC's have a random chance of trying to block. -lots of code moved around and rewritten, so expect some bugs...  Enjoy!  Well, now that I've narrowed down my load order by about two dozens of mods, it's much easier.  Nice new features. Looking forward to the next update.   Thanks! I haven't yet put in the option to disable parts of the mod, but it's high up on the todo list.   Like the idea of characters becoming addicted to having daefra seed implanted in them for a future update are you going to have the player create a daedra coven that will corrupt women. ?  It's a good idea but unfortunately a lot of work. Maybe in the far future...   k i need help i installed the mod and every thing that it needs and u recommend but i get this "XLDS Error finding creatures in hatcheable creatures array id 0" help me with this the game is a fresh install after the game had a bad error in it be for so no other mods before this It could be a problem with your Pluggy plug-in. Try to make sure that it loading in the OBSE log files. You might need to start a new game after making any changes. Let me know how it goes. Link to comment
Damicles Posted July 10, 2014 Share Posted July 10, 2014 t's a good idea but unfortunately a lot of work. Maybe in the far future... Â I agree that something like that would take time to add. But if you do it bit by bit like first adding the addiction so once the character gets addicted they could hear rumors of a ruin somewhere that holds Daedra. Link to comment
ExiledBloodWolf Posted July 11, 2014 Share Posted July 11, 2014     k i need help i installed the mod and every thing that it needs and u recommend but i get this "XLDS Error finding creatures in hatcheable creatures array id 0" help me with this the game is a fresh install after the game had a bad error in it be for so no other mods before this It could be a problem with your Pluggy plug-in. Try to make sure that it loading in the OBSE log files. You might need to start a new game after making any changes. Let me know how it goes.   thanks for the help that fixed the spawning problem. the pluggy files where placed by my mod manager and put them in the wrong file so i manually put them in the plug-in folder and fixed Link to comment
scotelic Posted July 12, 2014 Author Share Posted July 12, 2014 Version. 1.1.25 is posted: 1.1.25 (2014-07-12) -turn off excessive debug messages -deadra will no longer be attracted to other daedra -some of the new daedra from Obscuro's Oblivion Overhaul may hatch from eggs when that mod is detected -fixed a critical bug affecting daedra behaviour that results in a pop-up error message ending with someone's attraction value -make sure Daedra are ready for at least 4 seconds before trying to have sex  There is still another bug to get fixed, but I ran out of time, so am posting this as it fixes a major bug. Enjoy for now!   t's a good idea but unfortunately a lot of work. Maybe in the far future...  I agree that something like that would take time to add. But if you do it bit by bit like first adding the addiction so once the character gets addicted they could hear rumors of a ruin somewhere that holds Daedra. Sounds good, but I won't get to anytime soon.      thanks for the help that fixed the spawning problem. the pluggy files where placed by my mod manager and put them in the wrong file so i manually put them in the plug-in folder and fixed  You're welcome! Link to comment
scotelic Posted July 12, 2014 Author Share Posted July 12, 2014 Version 1.1.26 posted:  1.1.26 (2014-07-12) -hunger reduced even when seeding -fixed endless loop when generating eggs for dead seeded NPC -fixed error message when PC arousal is high  It seems a lot more stable now. There might still be some bugs I haven't encountered. Let me know if you run into any issues. Link to comment
scotelic Posted July 15, 2014 Author Share Posted July 15, 2014 Posted a new version. Enjoy! Â 1.1.27 (2014-07-15) -updated some of the Daedra following logic to work better -Show messages generated in menus while in menus Link to comment
scotelic Posted July 17, 2014 Author Share Posted July 17, 2014 Hello, I've posted another version. There are a lot of new features. First off, blocking to keep daedra from having sex with you doesn't work. Just attack them for now. Other than that, here are the new features:  1.1.28 (2014-07-17) -streamlined actor handling to handle 1 actor each time the main quest script runs -show active actor handling in the admin menu pops up 1 window/tick until all active actors have been processes at least once -improved faction handling -changed speed of messages scrolling off the screen to be more consistent. -addiction is now actively affecting many things. -addiction increases when gaining food -addiction decreases a bit each day that it doesn't increase -Even when not seeded, addicted characters will get aroused. -Addicted NPCs who are not seeded have a better chance of being randomly seeded, and will favour seeded characters when finding a friend to have sex with. -Masturbating to get rid of debilitating arousal will cause characters to gain a food and possibly generate daedra eggs  As always, enjoy! Link to comment
scotelic Posted July 20, 2014 Author Share Posted July 20, 2014 Version 1.1.29 is ready for your enjoyment. There are a number of fixes to bugs in the previous version so I highly recommend it. Let me know if you run into any issues. Â 1.1.29 (2014-07-20) -fixed chance of being seeded -minor improvement to enhanced messages -able to disable seeding in the configuration menu -able to block daedra again -fixed repetitive find-a-friend attempts -lower attraction value of follower entries over time, allowing daedra to follow new targets -limit amount of Daedra that can be in an area. Daedra Seed effectiveness increased by addiction, but reduced by daedra in the area. Link to comment
ninth_alt Posted July 20, 2014 Share Posted July 20, 2014 Did that memory leak get fixed? If so, I'll be happy to try this version out Link to comment
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