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Arousal Based Breast Adjuster for SE (ABBA)


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Posted
1 hour ago, EthernalNoob said:

it's simply weird to have a Breast (body mechanics) mod merged with a lot of random quests.

I've answered your question, please don't pester me again.

Posted (edited)
22 minutes ago, Yinkle said:

I've answered your question, please don't pester me again.


ok, just one last question: Did you read everything from my last reply?

 

After this, i will stop pestering you ?

Edited by EthernalNoob
Posted
11 minutes ago, EthernalNoob said:


ok, just one last question: Did you read everything from my last reply?

 

After this, i will stop pestering you ?

Yes, I read it. I'm not sure what your motivation is, but do not post a version of ABBA on this or any other website. I will ignore any further posts on this subject.

Posted (edited)
On 5/31/2023 at 4:16 AM, Yinkle said:

You can exclude targeted actors in the MCM

Thanks for your very prompt response.  I'll have potentially hundreds of NCPs to target and exclude...  That's why I was hoping for a bigger lever, like being able to exclude whole races (perhaps with the added ability to "include" target NPCs from races that have been excluded).  Just something to consider for a future update.  Thanks again!!

Edited by MalicoVuckovic
Posted (edited)
On 6/2/2023 at 6:39 AM, MalicoVuckovic said:

Thanks for your very prompt response.  I'll have potentially hundreds of NCPs to target and exclude...  That's why I was hoping for a bigger lever, like being able to exclude whole races (perhaps with the added ability to "include" target NPCs from races that have been excluded).  Just something to consider for a future update.  Thanks again!!

 

6.5.3

Added "ABBA Morph Race Immunity" option to the MCM: Crosshair targeted NPCs will be available to toggle in the "NPC Misc" section of the MCM. This option, when toggled on, disables morphs for this NPCs race and resets all abba morphs for that NPC. NB: All other NPCs of this race will be reset when you encounter them if they have been morphed already. Like the Immunity option for individual NPCs, this option only shows up if you have a crosshair target when opening the MCM.

This should work fine for any race, including custom ones, as it just stores a list of form IDs that ABBA checks before morphing characters. Let me know if there are any issues as I've only tested it briefly.

 

Enjoy!

 

Edit:

6.5.4

Added an MCM option to make the crosshair target an exception to "ABBA Morph Race Immunity". NB, this option will only appear if the targeted character's race is set to be Immune.

Edited by Yinkle
Posted

Found another bug I never saw until I got further into the main quest - using the "orgasm" shout causes morphs to appear on the player even if they're disabled. Similar to the "immediate morph on keypress" bug, probably related.

Posted
5 hours ago, AtomicPlayboy said:

Found another bug I never saw until I got further into the main quest - using the "orgasm" shout causes morphs to appear on the player even if they're disabled. Similar to the "immediate morph on keypress" bug, probably related.

Thanks! This is fixed in 6.5.4 - just enable PC morphs and then disable again to remove any morphs.

Posted

Apologies for the multiple uploads of 6.5.4 - I forgot to change a couple of things when adding the Immune race exception option.

Posted

Hi. I was hoping you could tell me the name of and where or how to get the outfit in the gif (second picture). I think that would be perfect for some mages at the college. Thanks for a great mod.

Posted
30 minutes ago, ShivasBane said:

Hi. I was hoping you could tell me the name of and where or how to get the outfit in the gif (second picture). I think that would be perfect for some mages at the college. Thanks for a great mod.

If you want to outfit mages at the college with this, then you will need to make a patch using the forms from ABBA.

Posted

Hate to be the bearer of bad news, but it looks like even though shout morphs are fixed, the "immediate morph on keypress" on excluded targets is back.

 

Happy to say race-level exclusion and single-npc exceptions work though.

Posted (edited)

In the beginning of the game, the shout can reliably be used to reduce arousal to 0.

 

As the game progresses, it no longer does that.

 

Could it be some kind of arithmetic error that happens if shout power scales up (I'm using Thunderchild)?

Arousal framework is OSLAroused. Maybe they ignore the reduction if you give them a value that is too large?

Edited by Hakuna_Matata
Posted (edited)
3 hours ago, AtomicPlayboy said:

Hate to be the bearer of bad news, but it looks like even though shout morphs are fixed, the "immediate morph on keypress" on excluded targets is back.

 

Happy to say race-level exclusion and single-npc exceptions work though.

Thanks again for reporting, this should be fixed in 6.5.5. I added a boolean to check for the newly added race and character immunity options.

 

2 hours ago, Hakuna_Matata said:

In the beginning of the game, the shout can reliably be used to reduce arousal to 0.

 

As the game progresses, it no longer does that.

 

Could it be some kind of arithmetic error that happens if shout power scales up (I'm using Thunderchild)?

Arousal framework is OSLAroused. Maybe they ignore the reduction if you give them a value that is too large?

The amount of arousal lost when using the shout can be set in the MCM "Pussy Values" page. While the effects on NPCs change with power scaling, the amount of arousal lost by the player should remain constant. I've not tried Thunderchild, so I've no idea if it would cause issues.

 

ABBA relies on the animation event "BeginCastVoice" which it then checks for the ABBA shout and does it's thing to the Player Character. Are you seeing the notification text about the player having had an orgasm?

 

One thing you could try is turn on papyrus debugging (with "bEnableTrace=1" as well) then load up the game and use the shout. You should see a line in the log like this:

 

---OSLAroused--- [ModInterface] ModifyArousal: "Your Character's Name" modified by val: -50.000000 Reason: slaframework UpdateActorExposure

 

the -50.000000 value should be the same as what is set in the "Pussy Values" MCM page.

 

If this looks OK, then it might be your OSLAroused settings not allowing the PC's arousal to go below a certain threshold? The other thing to check is that OSLAroused isn't being overwritten by another mod. SLSO for example, has an optional script that is intended to overwrite SLAR, but is not needed for OSLAroused. This option is enabled by default in the SLSO Fomod installer.

 

Edit: I tried Thunderchild, and it makes no difference to the ABBA shout in my game, so no incompatibility there as far as I could see.

Edited by Yinkle
Posted

I've decided to release a "light" version of ABBA so that people will stop pestering me about "unnecessary garbage/bullshit". You can download it here

 

Posted

Hello, Just downloaded your mod to upgrade for AE, is it not compatible? if it is, It is stating my skse is incorrect version, I have the skse64_1_6_640 / scripts2.2.3. let me know if this is an new issue or not, by the way this is a new install all the way down to AE, I am updating all the mods to go with it.

Thanks

Posted

Good afternoon. Author, there is a big request. Remove the popup messages from the status.json somewhere else. Translator programs do not work with .json files. It's very inconvenient to translate it.

Posted
18 minutes ago, Gilmor-nk said:

Good afternoon. Author, there is a big request. Remove the popup messages from the status.json somewhere else. Translator programs do not work with .json files. It's very inconvenient to translate it.

The whole point of putting the notification messages into a .json file was to make it easily customisable if folk want to change the messages. It might not be machine translatable, but you can still do it by hand. Believe me, this would be a lot less hassle than changing the whole design.

Posted
12 hours ago, Yinkle said:

The whole point of putting the notification messages into a .json file was to make it easily customisable if folk want to change the messages. It might not be machine translatable, but you can still do it by hand. Believe me, this would be a lot less hassle than changing the whole design.

The problem is not the machine translation. The problem is that when you update the version of the mod, you have to re-translate the file, if there were changes to it. Whereas in the scripts or esp there is no such problem. 

Posted
1 hour ago, Gilmor-nk said:

The problem is not the machine translation. The problem is that when you update the version of the mod, you have to re-translate the file, if there were changes to it. Whereas in the scripts or esp there is no such problem. 

If you are using a mod manager like MO2, just make a separate mod called something like "ABBA Configuration" that overwrites ABBA and put all your "\skse\Plugins\ABBA" files in there. This way if you change a slider profile it won't be lost on updating the mod as well as your translation of status.json, and your MCM generated settings profile.json.

 

I haven't made changes to status.json for a long time, but if I do, I'll obviously put it in the changelog.

  • 2 weeks later...
Posted

so Brambles has missing clothing texture, not sure why , I can see it in bodyslide.  Same with additems, when equipping npc, they are missing texture

Posted
On 6/22/2023 at 1:04 PM, nabliab said:

so Brambles has missing clothing texture, not sure why , I can see it in bodyslide.  Same with additems, when equipping npc, they are missing texture

Are you changing Brambles' outfit? If so, it could be a race issue with the items you are adding.

Posted
On 6/10/2023 at 2:49 PM, Yinkle said:

ABBA relies on the animation event "BeginCastVoice" which it then checks for the ABBA shout and does it's thing to the Player Character. Are you seeing the notification text about the player having had an orgasm?

 

Initially, yes. The power works fine in the beginning.

Later in the game it stops working and I'm also not getting the notification.

 

What could cause the BeginCastVoice event to not reach your mod, when in the beginning of the playthrough it does?

 

Thunderchild has phases. The main phase only starts after you come back from Ustengrav. Could it maybe start intercepting that event for its own use?

Posted
1 hour ago, Hakuna_Matata said:

 

Initially, yes. The power works fine in the beginning.

Later in the game it stops working and I'm also not getting the notification.

 

What could cause the BeginCastVoice event to not reach your mod, when in the beginning of the playthrough it does?

 

Thunderchild has phases. The main phase only starts after you come back from Ustengrav. Could it maybe start intercepting that event for its own use?

I admit this does sound odd. I doubt very much that Thunderchild stops the BeginCastVoice event from being sent. Does everything else work fine?

 

Try overwriting with the attached script in the "scripts" folder of your installation of ABBA.

 

Set the following in the [papyrus] section of your SkyrimCustom.ini (or Skyrim.ini if you don't have one).

bEnableLogging=1
bEnableProfiling=1
bEnableTrace=1

 

Then check your papyrus log after using a few different shouts. You should see the following message in your log for each one: "ABBA Info: BeginCastVoice event detected".

 

If you don't see that message, then either the event isn't being sent or ABBA_ClockRefScript somehow isn't registering for it.

ABBA_ClockRefScript.pex

Posted
18 hours ago, Yinkle said:

I admit this does sound odd. I doubt very much that Thunderchild stops the BeginCastVoice event from being sent. Does everything else work fine?

 

Try overwriting with the attached script in the "scripts" folder of your installation of ABBA.

 

Then check your papyrus log after using a few different shouts. You should see the following message in your log for each one: "ABBA Info: BeginCastVoice event detected".

 

If you don't see that message, then either the event isn't being sent or ABBA_ClockRefScript somehow isn't registering for it.

 

Here's a grep for ABBA in my papyrus log after doing this:

 

135:[06/25/2023 - 12:24:55PM] warning: Property oPlayerRef on script ABBA_ClockRefScript attached to alias ABBA_clocktickRef on quest ABBA_Clock (A9000D61) cannot be initialized because the script no longer contains that property
692:[06/25/2023 - 12:25:07PM] warning: Property oPlayerRef on script ABBA_ClockRefScript attached to alias ABBA_clocktickRef on quest ABBA_Clock (A9000D61) cannot be initialized because the script no longer contains that property
917:[06/25/2023 - 12:25:07PM] warning: Variable ::oPlayerRef_var on script ABBA_ClockRefScript loaded from save not found within the actual object. This variable will be skipped.
2031:[06/25/2023 - 12:26:57PM] ABBAShoutSex info: failed to validate actor

 

 

Posted (edited)
12 hours ago, Hakuna_Matata said:

Here's a grep for ABBA in my papyrus log after doing this:

It seems like your save game is broken then if ABBA is not receiving the animation event.

 

I can't help you with this, as it's likely an issue with something else in your LO, possibly script load. If I was you, I'd load your save in falrim's tools and see if you have issues with suspended stacks etc.

Edited by Yinkle

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