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stobor

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About stobor

  • Birthday 03/03/1966

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  1. Next time you sleep, should trigger a scene. I usually use the bed in Yngvild, for testing purposes, but the location doesn't matter.
  2. I am still (intermittently) around. I can do an official SLSO conversion (shifting to EndAnimation events, which are the same with or without SLSO), but not SE. I do not have SE, nor any interest in redoing my mod setup from scratch.
  3. Yeah, that one was actually broken by some of the changes in later DD versions. Among other things, tags on items have changed (more systematic now, but still a change). There's also a matter of some steps in that scenario being prevented by furniture/crafting station restrictions on the yoke (which weren't originally an issue). I don't know of any other outright breakage.
  4. To the best of my knowledge, the LE version still works - there are a few calls to deprecated (but not yet removed) DD functions, which might make it flaky, but nothing critically broken. Particularly not in the more heavily-used quests.
  5. @naaitsab By the way, the reason for the missing gag is that the script fragment on that dialogue wasn't packaged with the mod (note: it's a plain TIF_ fragment, without the Spriggan rename, so it's easy to miss).
  6. You'll need a save from just prior to talking to the blacksmith. Go into console, type 'help bac_' to find the exact name of the quest (I believe it's bac_blacksmith). Check its stage: 'sqv bac_blacksmith'. It's probably going to say stage 100. IF THAT IS what it says, it needs to be stage 20. So: 'resetquest bac_blacksmith' followed by 'setstage bac_blacksmith 20' wait for a few moments, let everything stabilize. talk to the blacksmith again. That has worked for me in the past, with the same symptom.
  7. I'm sure there are guides on the web for such, but (not being an SE user myself) I am not familiar with the specifics.
  8. As I recall, the next stage in that scene is fairly quick (less than a minute), maybe with a fade-out in between. The missing gag issue (a script missing from the package) does not affect the scene progression as far as I know.
  9. That sounds like missing textures and/or meshes (when an item is missing altogether). Which is odd, because it's not like those are in a separate download... (unless they're bundled with the tats download, which I don't think is the case). Or are you trying to load an LE mod into a Skyrim SE environment?
  10. OK, I've tested it now and it definitely does still occur, in a brand new game that was never touched by the older scripts. It's 100% reproducible, as my reading of the code suggested it would be. Steps: get a character to stage 11 or above. note how many attributes apply (should be N-10). select that character in the MCM milkmaid menu, change anything (fur color, tail vs. no tail, etc). that will cause an update/re-equip cycle. exit the MCM, wait for the re-equip process to complete. check how many attributes are applied now (hint: basically all of them). Of course, you won't really need step 4; the visual differences should be blindingly obvious.
  11. @GuruSR True, I haven't yet verified the bug in an entirely clean save (one which has never touched the old scripts). That'll take some time. But the problem case wasn't the normal upgrade path, it was the 'reapply attributes after MCM changes' path (see my post from last Thursday for the specific code). And the logic of that code fits the symptoms a few of us have reported. Note that your code snippet above, from the normal upgrade path, doesn't even use the GetAvailableAttributeCount() function that I suggested changing. Now with your patch, at least that doesn't happen on every MCM interaction - you seem to have added a checkbox that's required to trigger an update. So it ought to be less common than it seemed for those of us with messed up save files. But I'm pretty sure the bug's still there. FWIW, it reads to me like the current code matches the function name (and presumably your original intent) just fine, but the way it's actually used suggests it ought to do something slightly different. Either the function itself, or the code that uses it, needs to change.
  12. @GuruSR Any thoughts on the 'lots of mutations added at once' bug? As I mentioned above, this looks like a straightforward logic bug. I'd suggest changing this function: Int Function GetAvailableAttributeCount(Int I) if BACActor.npcs_phase > GetPhasesBeforeAttributes() return setMaxPhase() - BACActor.npcs_phase endif return 0 EndFunction to something like: Int Function GetAvailableAttributeCount(Int I) if BACActor.npcs_phase > GetPhasesBeforeAttributes() return BACActor.npcs_phase - GetPhasesBeforeAttributes() ;; SUGGESTED CHANGE endif return 0 EndFunction since the one place it's used it seems intended to count how many attributes should already be applied. Not how many are left to apply.
  13. There are buffs in MME, certainly. But these records are definitely in MA, and they don't appear to be simple overrides. There are even MCM settings for them (tab 'Milk', section 'Stamina Rate Gained From'). I edited the relevant MGEF in my copy of the mod, to use StaminaRateMult instead, and that produced a more reasonable result in game.
  14. Milk stamina recovery buffs appear to buff the stamina rate, rather than rate_mult. Which means the default values for the milk buffs are absurdly high multiples of base stamina recovery, and the stamina bar refills almost instantly.
  15. @GuruSR The 1.9a patch removes fur color selection from the MCM, and seems to make it entirely random (if I read the code correctly). Why? That's a clear loss of functionality.
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