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Pandaman

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About Pandaman

  • Birthday 11/23/1979

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  1. Yo @Pandaman! You know you could have gone all the way with clothing destruction and actually removed the armor when the player gets past the last damage stage. Kind of like this that is attached. I've added potential Updates to Break Undies with previous mentioned code changes. I fixed the Schwertleite Cuirass [I like dark looking things and the Amiela armor was not doing it for me] to not be invisible or a question mark and re-archived the imperial armor because I had to mess with that a little. Cheers! ?DX (/\) 

    BreakUndiesFramework-dreadlord-xazz-true-armor-destruction-update.7z BU-Schwertleite-dreadlord-xazz-true-armor-destruction-update.7z BU-MAK07-imperial-light-armor-dreadlord-xazz-true-armor-destruction-update.7z

  2. It's fine if you don't overwrite, they're just the same scripts packaged into each so you can install one without the other if you want. Oden 1.0 is everything he released prior to "Bestiality of the Vampire Lord 2", while 1.1 includes everything after (except the resized Bestiality of the Vampire Lord 1-3, since those are more replacers than new poses). Miscellaneous is just an empty mod you can add whatever you poses you find into it without having to repeat the process every time I update the other two packs, stuff like AnimObjects Ero Motion or the nine unnamed poses I linked under "Optional Files"; I had to do this because I don't know who the authors are, so I couldn't ask them permission to include it in the packs.
  3. That's odd, this is the Oden pose pack, I assume (since that's the only one that has a puddle in any of its #72 poses)? I'm not getting that problem at all, could your download have been corrupted? Request for help With old 1.5 full version I did not have this problem, I installed the new 1.6 full version, but there are only the select rings for the action and ecchi poses, there are no the two rings to play this poses, where to find them the two play-rings..? Hmm, sounds like something's preventing the script that adds items from fully firing, which is really weird because they all call the same script, but I haven't made any changes to the script or did anything to the .esp aside from adding names and numbers to the menus, so there is no reason it should be doing this. You can open the console and manually add the missing rings with "player.additem xx0300ca 1" and "player.additem xx0400ca 1" (where xx is the load order, naturally). I'll look into adding an alternative way to get the rings next update.
  4. It's because I replaced the erogaki meshes with blank meshes for the LL version to conform with the "no shota/loli content" rules here, the version linked on Brainsperm's site is the "full" version; I did this because it was getting to be a bit of a headache to update and test two separate versions each time (especially since I'm also working on BreakUndies and have added Oden's poses), so to simplify matters I just update and test one version to give to Brainsperm, then repackage that with the blank meshes to upload here.
  5. You mean go from fully clothed to completely naked with no stages between? If that's the case, then a modification of an older version of his mod could do that (by making it a quest that tracks health instead of the current iteration, which is a magic effect that gets applied to the player when they put on a BU-enabled armor), but it's impossible if you want stages because that would require scripting that Papyrus doesn't support. Permanent armor loss was something I considered early in the project, but I discarded because of two reasons: the first is that it's too punitive for people who don't want that kind of feature (whereas people who do want to lose armor still have the option to not repair damaged armor and throw it away instead) and the second is it would require modelers to make additional stages for a decent visual transition (just looked bad going from 50% covered to suddenly buck naked). As for armor linked to NPC/PC health: whole point of this project was to get away from that paradigm, don't make me go back there
  6. Theoretically, yes, but technically I have no idea because I don't have whatever mod generates arousal levels, so I wouldn't know how to hook into it or if there is even a way to hook into it. Well, each stage of damage for the armor is just a mesh replacement, so as long as you have bodyslide files for that mesh it'll work with the bodyslide studio like any other armor; that's probably going to be a boatload of work, but I'm not a modeler and I haven't seen how the new bodyslide studio is shaping up, so I can't even begin to imagine just how much extra work it would be. The BU-Schwertleite Alt Base Mesh.7z file didn't help?
  7. Sorry, folks, I wish I had a good reason for the lack of updates... but I don't. Around mid-December I had a eureka moment, decided to take a "short" break, and noticed that Guild Wars 2 was on sale. Then suddenly a month and a half later I woke up in a puddle of my own filth and realized I lost time. Alien abduction, I tells you. Anyway, I'll upload the new version now. Works pretty much like the current version, but now NPCs can use it. Still haven't figured out the default textures issue with the Custom Races mod, unfortunately.
  8. While I would like to make it as convenient as possible for modders to make BU armors, I'm just going to have to play the "lazy bastard" card and leave the whole process of making new armor and armor addons to them For now I'm just focusing on this custom races texture bug (which JosefGrey seemingly figured out, but never posted the solution to) and trying to hammer repairing back into the framework. Things that have been tripping me up are that objects lose their object reference once they're put in a container (and the last patch screwed up the only reliable way of getting a reference before it goes in the container, thanks Bethesda), which makes it impossible to tie repair in with an armor value like tempering level, and I can't have the repair script call (and access the variables of) the armor script because the CK won't let me associate the two unless the armor script extends armor (but it needs to extend objectreference if I want separate instances of the armor to track independently, which is kinda critical for NPC support. Thanks again, Bethesda). So right now it looks like it's pretty much impossible to directly reset damage values or set a repair flag for each instance of the armor once it has been unequipped (best I can do right now is just repair whatever armor you're wearing, but that's sloppy); that means my only option would be to use a global variable as a repair flag - or rather a pseudo-global variable in the form of an array managed by a quest script that assigns slots to each instance of the armor as suggested elsewhere. Easier said that done.
  9. Oof, I suppose I really should mention what I'm in the middle of: Custom races textures not showing up - I took a quick glance at the meshes and CK but can't find anything wrong there, so I will have to look into how custom races set up skin textures to see if there's any hints there. Unfortunately that will wait until after I get the new version of the BU scripts working. New scripting to support NPCs and multiple armors - I would like to say I'm 90% there, but I've been 90% there at least three separate times the past week and each time there has been just one little detail about Papyrus/Skyrim that boots me back to square one. Currently NPCs can wear the armor, it will listen to OnHit events on them, and it will change the damage stage; what I need to sort out is 1) the armor is now blinking between damage stage changes when it didn't before (that part of the code is relatively unchanged too, so no idea what is causing it), 2) only every other stage is actually being equipped despite the damage stage token showing up in the inventory (which shouldn't be possible because the only way those tokens should show up is if the "equipitem" function executed), and 3) armors have a data "script" that's just full of variables, so each instance of an armor should have its own data script that's separate from another set, yet they're somehow sharing values, this needs sorting. Think I'm going to head to Ikea to flip all the tables. Edit: the "damage mesh doesn't equip when poisoned" bug has also been solved. Now all that's left is figure out how to re-implement repairing, because the new code breaks the old method of implementing repair, and to write a real tutorial on how to make BU armors with this framework.
  10. Oh, crap, I'll have to look into that, hopefully it's just something that can be set in the CK.
  11. Pandaman

    Anime

    Watching Kyoukai no Kanata right now, I'll admit it was the intro sequence and music that got me interested
  12. Don't believe they are, JosefGrey didn't mention anything about converting them to TBBP, they were just tests to show his script worked.
  13. Thanks for the suggestion! I've actually considered it before, but the problem I ran into is that it makes the BU armor unusable for custom races; modders would need to make a compatibility patch for every custom race or expect users to make the tweaks themselves, hence why I think the only way to do this is either through an enchantment or quest. That being said, maybe I can make a second script that attaches to the armor, which in turn "equips" whichever actor wears the armor with this ability? I don't know if that will work with NPCs, but my main concern is what happens when I unequip the armor and the ability gets removed - that might reset damage stage... unless I store that as a global variable that the armor script will update whenever it's equipped/unequipped. Hrm. Thanks again, don't think I would have revisited this possibility if you hadn't mentioned it.
  14. Well, the problem isn't the enchantment limit, it's that Skyrim doesn't let you add enchantments to an already-enchanted item. There doesn't seem to be a way to work around this and I can't make it a generic enchantment because the script needs to have the itemID of all the stages manually entered into its array through the Creation Kit; if there's a way for me to populate the array through the script then it might be possible, but from what I've seen of the available functions that might be impossible. What I've been trying (unsuccessfully) to do is see if I can get the BU quest itself to dynamically track actors based on whether or not they have the associated armor in their inventory. I was pointed to a slave mod on as a suggestion on how I might accomplish this, which involves creating a bunch of placeholder Quest Aliases, attaching the script to each one, and figure my way from there; it's not the best solution though, since it means extra work for modders (they'll have to fill out the armor array in each Quest Alias), and there will be a maximum number of NPCs who can use BU armors at any given time. That's assuming it even works like I think it'll work, so far this is all purely theoretical. The ideal solution, however, lies outside of my control: that is for SKSE to update OnHit to extend to the actor that has the scripted object equipped. If that happens then things would be so much easier. No problem, it'll benefit anyone else who has the same problem as well, so no reason not to do it
  15. I don't think it should, at least some of the others who downloaded this should be using BBP as well. Well, here's another shot at a possible fix, this time I used the mesh from Amiella armor and just flagged the mesh as hidden instead of deleting branches. Theoretically this should work. I hope. Maybe. Fingers crossed. Edit: Mesh patch now available in the download page.
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