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Compile Error during modifying mod'Mass Match Maker'


Kluze

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Posted

Hi, there

I was trying to modifying mod 'Mass Match Maker' 

 

cuz it doesn't support 3p animations for Skeever, Canine, Werewolf.

like other supporting Creatures(Falmer, Draugr, Riekling) I've written scripts, but it is not compiled. How do I solve this?

 

I uploaded a psc file. I need help.

 

 

K-016.thumb.png.b2478612b0f2d0047b5ddccc7ef1ed54.png

massmatchmaker.psc

Posted

Looks like you added some errors in the code.

Post here the modified PSC file and I will try to fix it.

Posted
26 minutes ago, Kluze said:

Hi, there

I was trying to modifying mod 'Mass Match Maker' 

 

cuz it doesn't support 3p animations for Skeever, Canine, Werewolf.

like other supporting Creatures(Falmer, Draugr, Riekling) I've written scripts, but it is not compiled. How do I solve this?

 

I uploaded a psc file. I need help.

 

 

K-016.thumb.png.b2478612b0f2d0047b5ddccc7ef1ed54.png

massmatchmaker.psc

If you a bit new to programing... why you modify this mod??   Maybe you want learn??

Then you must take more attention to the errors and to the source code...

Spoiler

Function PickBeasts()
    If FalmersCount > 0
        While FalmersCount > 0 && Slots.Length < 4
            Slots = sslUtility.PushActor(Falmers[FalmersCount - 1], Slots)
            Falmers[FalmersCount - 1] = None
            FalmersCount -= 1
            BeastsTotal -= 1
        EndWhile

---------------------WHERE IS THE ENDIF???
    If CaninesCount > 0
        While CaninesCount > 0 && Slots.Length < 4
            Slots = sslUtility.PushActor(Canines[CaninesCount - 1], Slots)
            Canines[CaninesCount - 1] = None
            CaninesCount -= 1
            BeastsTotal -= 1
        EndWhile

---------------------WHERE IS THE ENDIF???
    If SkeeversCount > 0
        While SkeeversCount > 0 && Slots.Length < 4
            Slots = sslUtility.PushActor(Skeevers[SkeeversCount - 1], Slots)
            Skeevers[SkeeversCount - 1] = None
            SkeeversCount -= 1
            BeastsTotal -= 1
        EndWhile        
    ElseIf RieklingsCount > 0
        While RieklingsCount > 0 && Slots.Length < 1
            Slots = sslUtility.PushActor(Rieklings[RieklingsCount - 1], Slots)
            Rieklings[RieklingsCount - 1] = None
            RieklingsCount -= 1
            BeastsTotal -= 1
        EndWhile
    ElseIf BeastsCount > 0

Again... a bit more:

Spoiler

Function RegisterActor(Actor Position)
    If ProceedingNow
        Return
    EndIf
    
    If Position.HasKeywordString("SexLabActive")
        Return
    EndIf
    
    If Position.HasKeywordString("ActorTypeNPC") && Position.GetLeveledActorBase().GetSex() == 0 && SexLab.ValidateActor(Position) == 1
        If !IsSlottedMale(Position)
            Males[MalesCount] = Position
            MalesCount += 1
        Else
            Return
        EndIf
    ElseIf Position.HasKeywordString("ActorTypeNPC") && Position.GetLeveledActorBase().GetSex() == 1 && SexLab.ValidateActor(Position) == 1
        If !IsSlottedFemale(Position)
            Females[FemalesCount] = Position
            FemalesCount += 1
        Else
            Return
        EndIf
    ElseIf !Position.HasKeywordString("ActorTypeNPC") && SexLab.AllowedCreature(Position.GetLeveledActorBase().GetRace())
        Race ActorRace = Position.GetLeveledActorBase().GetRace()
        If DraugrList.Find(ActorRace) != -1
            If !IsSlottedDraugr(Position)
                Draugrs[DraugrsCount] = Position
                DraugrsCount += 1
                BeastsTotal += 1
            Else
                Return
---------------------WHERE IS THE ENDIF???
        If CanineList.Find(ActorRace) != -1
            If !IsSlottedCanine(Position)
                Canines[CaninesCount] = Position
                CaninesCount += 1
                BeastsTotal += 1
            Else
                Return
---------------------WHERE IS THE ENDIF???                
        If SkeeverList.Find(ActorRace) != -1
            If !IsSlottedSkeever(Position)
                Skeevers[SkeeversCount] = Position
                SkeeversCount += 1
                BeastsTotal += 1
            Else
                Return                
            EndIf
        ElseIf FalmerList.Find(ActorRace) != -1

 

Posted
1 hour ago, GenioMaestro said:

If you a bit new to programing... why you modify this mod??   Maybe you want learn??

Then you must take more attention to the errors and to the source code...

  Hide contents

Function PickBeasts()
    If FalmersCount > 0
        While FalmersCount > 0 && Slots.Length < 4
            Slots = sslUtility.PushActor(Falmers[FalmersCount - 1], Slots)
            Falmers[FalmersCount - 1] = None
            FalmersCount -= 1
            BeastsTotal -= 1
        EndWhile

---------------------WHERE IS THE ENDIF???
    If CaninesCount > 0
        While CaninesCount > 0 && Slots.Length < 4
            Slots = sslUtility.PushActor(Canines[CaninesCount - 1], Slots)
            Canines[CaninesCount - 1] = None
            CaninesCount -= 1
            BeastsTotal -= 1
        EndWhile

---------------------WHERE IS THE ENDIF???
    If SkeeversCount > 0
        While SkeeversCount > 0 && Slots.Length < 4
            Slots = sslUtility.PushActor(Skeevers[SkeeversCount - 1], Slots)
            Skeevers[SkeeversCount - 1] = None
            SkeeversCount -= 1
            BeastsTotal -= 1
        EndWhile        
    ElseIf RieklingsCount > 0
        While RieklingsCount > 0 && Slots.Length < 1
            Slots = sslUtility.PushActor(Rieklings[RieklingsCount - 1], Slots)
            Rieklings[RieklingsCount - 1] = None
            RieklingsCount -= 1
            BeastsTotal -= 1
        EndWhile
    ElseIf BeastsCount > 0

Again... a bit more:

  Hide contents

Function RegisterActor(Actor Position)
    If ProceedingNow
        Return
    EndIf
    
    If Position.HasKeywordString("SexLabActive")
        Return
    EndIf
    
    If Position.HasKeywordString("ActorTypeNPC") && Position.GetLeveledActorBase().GetSex() == 0 && SexLab.ValidateActor(Position) == 1
        If !IsSlottedMale(Position)
            Males[MalesCount] = Position
            MalesCount += 1
        Else
            Return
        EndIf
    ElseIf Position.HasKeywordString("ActorTypeNPC") && Position.GetLeveledActorBase().GetSex() == 1 && SexLab.ValidateActor(Position) == 1
        If !IsSlottedFemale(Position)
            Females[FemalesCount] = Position
            FemalesCount += 1
        Else
            Return
        EndIf
    ElseIf !Position.HasKeywordString("ActorTypeNPC") && SexLab.AllowedCreature(Position.GetLeveledActorBase().GetRace())
        Race ActorRace = Position.GetLeveledActorBase().GetRace()
        If DraugrList.Find(ActorRace) != -1
            If !IsSlottedDraugr(Position)
                Draugrs[DraugrsCount] = Position
                DraugrsCount += 1
                BeastsTotal += 1
            Else
                Return
---------------------WHERE IS THE ENDIF???
        If CanineList.Find(ActorRace) != -1
            If !IsSlottedCanine(Position)
                Canines[CaninesCount] = Position
                CaninesCount += 1
                BeastsTotal += 1
            Else
                Return
---------------------WHERE IS THE ENDIF???                
        If SkeeverList.Find(ActorRace) != -1
            If !IsSlottedSkeever(Position)
                Skeevers[SkeeversCount] = Position
                SkeeversCount += 1
                BeastsTotal += 1
            Else
                Return                
            EndIf
        ElseIf FalmerList.Find(ActorRace) != -1

 

I'm not programmer but i hope to learn it. I'm just reading basic C++ book now. btw, Thanks I solved.

Posted
15 minutes ago, Kluze said:

I'm not programmer but i hope to learn it. I'm just reading basic C++ book now. btw, Thanks I solved.

 

1 hour ago, GenioMaestro said:

If you a bit new to programing... why you modify this mod??   Maybe you want learn??

Then you must take more attention to the errors and to the source code...

  Reveal hidden contents

Function PickBeasts()
    If FalmersCount > 0
        While FalmersCount > 0 && Slots.Length < 4
            Slots = sslUtility.PushActor(Falmers[FalmersCount - 1], Slots)
            Falmers[FalmersCount - 1] = None
            FalmersCount -= 1
            BeastsTotal -= 1
        EndWhile

---------------------WHERE IS THE ENDIF???
    If CaninesCount > 0
        While CaninesCount > 0 && Slots.Length < 4
            Slots = sslUtility.PushActor(Canines[CaninesCount - 1], Slots)
            Canines[CaninesCount - 1] = None
            CaninesCount -= 1
            BeastsTotal -= 1
        EndWhile

---------------------WHERE IS THE ENDIF???
    If SkeeversCount > 0
        While SkeeversCount > 0 && Slots.Length < 4
            Slots = sslUtility.PushActor(Skeevers[SkeeversCount - 1], Slots)
            Skeevers[SkeeversCount - 1] = None
            SkeeversCount -= 1
            BeastsTotal -= 1
        EndWhile        
    ElseIf RieklingsCount > 0
        While RieklingsCount > 0 && Slots.Length < 1
            Slots = sslUtility.PushActor(Rieklings[RieklingsCount - 1], Slots)
            Rieklings[RieklingsCount - 1] = None
            RieklingsCount -= 1
            BeastsTotal -= 1
        EndWhile
    ElseIf BeastsCount > 0

Again... a bit more:

  Reveal hidden contents

Function RegisterActor(Actor Position)
    If ProceedingNow
        Return
    EndIf
    
    If Position.HasKeywordString("SexLabActive")
        Return
    EndIf
    
    If Position.HasKeywordString("ActorTypeNPC") && Position.GetLeveledActorBase().GetSex() == 0 && SexLab.ValidateActor(Position) == 1
        If !IsSlottedMale(Position)
            Males[MalesCount] = Position
            MalesCount += 1
        Else
            Return
        EndIf
    ElseIf Position.HasKeywordString("ActorTypeNPC") && Position.GetLeveledActorBase().GetSex() == 1 && SexLab.ValidateActor(Position) == 1
        If !IsSlottedFemale(Position)
            Females[FemalesCount] = Position
            FemalesCount += 1
        Else
            Return
        EndIf
    ElseIf !Position.HasKeywordString("ActorTypeNPC") && SexLab.AllowedCreature(Position.GetLeveledActorBase().GetRace())
        Race ActorRace = Position.GetLeveledActorBase().GetRace()
        If DraugrList.Find(ActorRace) != -1
            If !IsSlottedDraugr(Position)
                Draugrs[DraugrsCount] = Position
                DraugrsCount += 1
                BeastsTotal += 1
            Else
                Return
---------------------WHERE IS THE ENDIF???
        If CanineList.Find(ActorRace) != -1
            If !IsSlottedCanine(Position)
                Canines[CaninesCount] = Position
                CaninesCount += 1
                BeastsTotal += 1
            Else
                Return
---------------------WHERE IS THE ENDIF???                
        If SkeeverList.Find(ActorRace) != -1
            If !IsSlottedSkeever(Position)
                Skeevers[SkeeversCount] = Position
                SkeeversCount += 1
                BeastsTotal += 1
            Else
                Return                
            EndIf
        ElseIf FalmerList.Find(ActorRace) != -1

 

Oo, Compile is successful, but does not work properly in Skyrim. (Skeever 3p animation)

 

FATAL - Thread[0] - Unable to find valid default animations

 

:( I don't know why really.

 

 

 

 

SexlabMassMatchMaker113.zip

Posted
15 minutes ago, Kluze said:

 

Oo, Compile is successful, but does not work properly in Skyrim. (Skeever 3p animation)

 

FATAL - Thread[0] - Unable to find valid default animations

 

:( I don't know why really.

 

 

 

 

SexlabMassMatchMaker113.zip

If you try to run an anim with a human and multiple skeevers you have be sure you have at least one.

The "fatal" message from sexlab tells that you do not have any animation with such number of participants with the specified races.

Posted

I think must work... at least that say the source code but not test it in game:

Spoiler

Function SlotUme()
    If MalesCount + FemalesCount <= 4 && BeastsTotal == 0
        While Slots.Length < 4 && MalesCount + FemalesCount >= 1
            If FemalesCount > 0 && Slots.Length < 4
                PickFemale()
            EndIf
            If MalesCount > 0 && Slots.Length < 4
                PickMale()
            EndIf
        EndWhile
    Else
        If BestialityProbability >= Utility.RandomInt(1, 100) && BeastsTotal >= 1 && MalesCount + FemalesCount >= 1

------->MUST ENTER HERE BECAUSE SURE:

------->YOU HAVE BestialityProbability ENABLED

------->YOU HAVE AT LEAST 1 BEAST AND BeastsTotal >= 1

------->YOY AT LEAST ONE FEMALE AND MalesCount + FemalesCount >= 1
            PickBeasts()------->HERE COLECT BEAST
            If FemalesCount > 0
                PickFemale()------->HERE COLECT FEMALES
            ElseIf MalesCount > 0
                PickMale()------->HERE COLECT MALES
            EndIf
        Else

After SlotUme, call TriggerSex() and start the animation.

 

If not work, as CPU say, must be because you not have the animations. Install Billyy, run fnis and try.

Spoiler

7639289_TESV2018-08-2119-56-54-81.thumb.jpg.649c14aff25f61e2d7a61ae50ba32be7.jpg

 

Posted
On 8/22/2018 at 3:09 AM, GenioMaestro said:

I think must work... at least that say the source code but not test it in game:

  Reveal hidden contents

Function SlotUme()
    If MalesCount + FemalesCount <= 4 && BeastsTotal == 0
        While Slots.Length < 4 && MalesCount + FemalesCount >= 1
            If FemalesCount > 0 && Slots.Length < 4
                PickFemale()
            EndIf
            If MalesCount > 0 && Slots.Length < 4
                PickMale()
            EndIf
        EndWhile
    Else
        If BestialityProbability >= Utility.RandomInt(1, 100) && BeastsTotal >= 1 && MalesCount + FemalesCount >= 1

------->MUST ENTER HERE BECAUSE SURE:

------->YOU HAVE BestialityProbability ENABLED

------->YOU HAVE AT LEAST 1 BEAST AND BeastsTotal >= 1

------->YOY AT LEAST ONE FEMALE AND MalesCount + FemalesCount >= 1
            PickBeasts()------->HERE COLECT BEAST
            If FemalesCount > 0
                PickFemale()------->HERE COLECT FEMALES
            ElseIf MalesCount > 0
                PickMale()------->HERE COLECT MALES
            EndIf
        Else

After SlotUme, call TriggerSex() and start the animation.

 

If not work, as CPU say, must be because you not have the animations. Install Billyy, run fnis and try.

  Reveal hidden contents

7639289_TESV2018-08-2119-56-54-81.thumb.jpg.649c14aff25f61e2d7a61ae50ba32be7.jpg

 

I Installed Billy's animations properly, when I use 'Sexlab Match Maker' not 'Mass Match Maker', it works well. however, 'Mass Match Maker' Spell is not working like below pic.

I guess It doesn't seem to separate between 'SkeeverRace' and the other Beasts.

K-011.png

Posted
53 minutes ago, Kluze said:

I Installed Billy's animations properly, when I use 'Sexlab Match Maker' not 'Mass Match Maker', it works well. however, 'Mass Match Maker' Spell is not working like below pic.

I guess It doesn't seem to separate between 'SkeeverRace' and the other Beasts.

I not undestand what you say... 'Sexlab Match Maker' AND 'Mass Match Maker' ARE THE SAME.

This is the link for the download: https://www.loverslab.com/files/file/749-sexlab-mass-matchmaker/

Inside the download have this:

Spoiler

slmm.thumb.png.9706218db04263e40c894d62ae0016de.png

And in game have this:

Spoiler

730660226_TESV2018-08-2317-40-06-73.thumb.jpg.1d87746684790c79064b455a1e5a868e.jpg

 

'Sexlab Match Maker' is the name of the download and the name of the ESP

'Mass Match Maker' is the name of the scripts files and the name of the spells in game.

 

ARE THE SAME....  i not understand you.. HOW some work... WHAT work???

 

The error that show in the image say you NOT HAVE THE ANIMATIONS

You must install the animation pack, and run fnis.

Open your game and go to the MCM of SL Anim Loader.

Enable all animations and register it.

VERIFY that you not have more than 500 animations in Sexlab for creatures.

Go to the Sexlab mcm and look in the debug, that show the number of animations for human and creature

If you have 500, maybe SL Anim Loader can't register it, and maybe for that say that you not have the animations. Disable others animations and register the billy animations again.

 

For verify if the fail is in animations OR if the fail is in Mass Match code use the sexlab spells called irresistble atractive self and an target. That spell come with sexlab and is guaranty at 100% that work perfect, unless you touch it and recompile it, of course.

Posted
1 hour ago, GenioMaestro said:

I not undestand what you say... 'Sexlab Match Maker' AND 'Mass Match Maker' ARE THE SAME.

This is the link for the download: https://www.loverslab.com/files/file/749-sexlab-mass-matchmaker/

Inside the download have this:

  Reveal hidden contents

slmm.thumb.png.9706218db04263e40c894d62ae0016de.png

And in game have this:

  Hide contents

730660226_TESV2018-08-2317-40-06-73.thumb.jpg.1d87746684790c79064b455a1e5a868e.jpg

 

Sorry for bad communication, I uninstalled most of animations in sexlab, the number of animations are below 200. however, every animations are not working properly. ( FATAL - Thread[0] - Unable to find valid default animations )

K-012.thumb.png.ef2ae8d848838bf575df037581d2e247.png

'rresistibly Attractive - target' works well, however, 'Mass match maker - target' is not working. even I've changed script in 'MassMatchMaker' as you mentioned.  :( 

It seems scripts can't choose not only 'beasts' but also 'male'.

Posted

Well... yes... exist two version... the original from Ashal and the new version from ojanen

The Ashal version is the original base but not have creatures. You must use the version from ojanen

 

I delete all my files from Sexlab Mass MatchMaker By ojanen and all my files called MassMatchMaker including the files that you post for have a clear vision and look the diferences from the original By ojanen with your modifications.

 

And i think i locate the problem.

 

In the ORIGINAL, the source code have:

Spoiler

ScriptName MassMatchMaker Extends Quest

SexLabFramework Property SexLab Auto
Spell Property MassMatchmakerSelf Auto
Spell Property MassMatchMakerTarget Auto
Spell Property MassMatchMakerArea Auto
Spell Property MassMatchMakerMass Auto
Spell Property CupidBow Auto

Formlist Property DraugrList Auto
Formlist Property FalmerList Auto
Formlist Property SpiderList Auto
Formlist Property RieklingList Auto

Float Property WaitTimeBow = 15.0 Auto Hidden
Float Property WaitTimeNoBow = 5.0 Auto Hidden
Int Property BestialityProbability = 50 Auto Hidden
Int Property ThreesomeProbability = 50 Auto Hidden
Int Property FoursomeProbability = 50 Auto Hidden

in your first post, with the compilation errors, YOU have:

Spoiler

ScriptName MassMatchMaker Extends Quest

SexLabFramework Property SexLab Auto
Spell Property MassMatchmakerSelf Auto
Spell Property MassMatchMakerTarget Auto
Spell Property MassMatchMakerArea Auto
Spell Property MassMatchMakerMass Auto
Spell Property CupidBow Auto

Formlist Property DraugrList Auto
Formlist Property FalmerList Auto
Formlist Property SpiderList Auto
Formlist Property RieklingList Auto
FormList Property CanineList  Auto  
FormList Property SkeeverList  Auto
 

Float Property WaitTimeBow = 15.0 Auto Hidden
Float Property WaitTimeNoBow = 5.0 Auto Hidden
Int Property BestialityProbability = 50 Auto Hidden
Int Property ThreesomeProbability = 50 Auto Hidden
Int Property FoursomeProbability = 50 Auto Hidden

 

Do you know WHAT is a Formlist, where is located and the content that must have???

Have you make the CORRECT modifications to the ESP with Creation Kit for ADD that form list.

The NEW form list created HAVE the correct races???

 

If you know what i'm saying post screenshots of the contents of your Formlist in CK.

If you DONT know what i'm saying go to the wiki of the CK and learn WHAT is a Formlist and HOW add it.

Posted
On 8/24/2018 at 4:05 AM, GenioMaestro said:

 

  Hide contents

K-014.thumb.png.52eb06ab715872b013271fccd5a72527.pngK-015.thumb.png.9f2d05feef58905cd46205df493cb9a8.png

This is fromlist in CK. In the formlist, I added SkeeverRace from the actor. the other races like draugr, riekling, falmer, they are also added in this way.

Posted

No problem in code. If you have a problem must be for other motive.

Spoiler

mass1.thumb.png.080c587c2053ea72f2c37e72b0cdc88f.pngmass2.thumb.jpg.6a3429ba0b859dd2760ad318ff857a1b.jpg

In CK you must create the new formlist called CanineList and SkeeverList and fill it with the corresponding races as show in my screenshot.

Next you must go to the properties of the script in the quest and LINK the internal formlist created in CK with the internal properties of the scritpt. This step is called VM Adapter LINK. See screenshot.

 

If you have the billyy animations installed and registered and the animations work with others mods but not work in this mod only can be for two motives:

 

ONE: You make some step bad in CK. Revise it. If not see fail, delete the new formlist and create it again.

 

TWO: You don't know the POWER OF THE SAVEGAME... START A NEW GAME AND TRY

 

Skyrim store a lot of things in the savegame and that can give a lot of problems when develop a mod for skyrim. One of the most dangerous things that skyrim store in the savegame is the VALUE of the properties.

What this mean???

Simply, for example, if you launch the mod and not have LINK the properties for the scripts, that are asigned to deafult value = none, AND you save your game, the VALUE of that properties is STORED as none in the savegame AND ARE RESTORED TO NONE when you load the savegame.

You can try change it in CK, delete it, put it, run the script 1000 times, go again to CK, delete it again, run the script again... make all that you want, cry, pull your hair until you're bald... ALL that you want...

BUT THE VALUE OF THE PROPERTIES ARE ALWAYS RESTORED TO THE OLD VALUE WHEN LOAD THE SAVEGAME, BECAUSE THEY ARE STORED IN THE SAVEGAME, AND NEVER GET THE NEW VALUES ASIGNED FROM CK.

 

The only solution is START A NEW GAME, or make a clean save.

For make a clean save, disable the mod, open the game, make a new save, open the new savegame with ReSaver, clean it, enable the mod and load the cleaned savegame. This launch the mod as it never has been installed and force the game to load the REAL values of the properties that really have in the ESP.

Posted

I recreated formlist in CK tool and made new savegame however, it is still not working.(Unable to find default animations)

'Irresistibly Attractive' is working well. I don't think its animations problem. 

I've got no clue. can you compile a script for me? maybe its my CK tool's problem.

Posted
On 8/25/2018 at 11:29 AM, GenioMaestro said:

Next you must go to the properties of the script in the quest and LINK the internal formlist created in CK with the internal properties of the scritpt. This step is called VM Adapter LINK. See screenshot.

Have you LINKED the properties of the script???

 

If you not found the problem attach a zip file with the ESP and the scripts and we take a look.

Posted
On 8/28/2018 at 1:15 AM, GenioMaestro said:

Have you LINKED the properties of the script???

 

If you not found the problem attach a zip file with the ESP and the scripts and we take a look.

I thought I linked the properties of the script. could you see my ESP and Scripts files?

 

SexlabMassMatchMaker113-problem.zip

Posted
4 hours ago, Kluze said:

I thought I linked the properties of the script. could you see my ESP and Scripts files?

 

SexlabMassMatchMaker113-problem.zip

All is good... your mod works...

 

I make the same that make the other day: un-install ALL my massmatch and make a search in my skyrim directory for be sure i not have trash from others test, and preciselly found one, a simple backup, but i delete it for be TOTALLY sure i work ONLY with your modifed massmatch.

 

Install it, launch game and START A NEW GAME, for be sure not use a saved game with trash.

I have Alternate Start and is too easy for me start a NEW GAME in 1 minute. 

 

Select my female nord and say scape from this cell in the statue.

Open the console and put TGM for not be killed and open MCM and start Sexlab.

Kill the ghost guards and open again the MCM of sexlab for ENABLE CREATURE ANIMATION

Open the MCM of SL ANIM LOADER, enable ALL MY ANIMATIONS AND REGISTER IT.

When finish open magic and select YOURS massmatch spells for me in left hand and mass in rigth hand.

Launch it and WORKS... in some seconds i have 5 skeevers over me.

Spoiler

1716903479_TESV2018-08-2822-03-13-32.thumb.jpg.eb424a8f3e682f903c4eeb60fa91fb1b.jpg187712505_TESV2018-08-2822-02-38-67.thumb.jpg.cc132e8e2abca69caaff07beb7acfd86.jpg

YOUR CODE WORKS... YOUR ESP IS GOOD AND HAVE ALL THAT MUST HAVE... AND THE MOD WORKS...

 

------------ COPY ------------------

If you have the billyy animations installed and registered and the animations works with others mod's but not works in this mod only can be for ONE motive:

 

You don't know the POWER OF THE SAVEGAME... START A NEW GAME AND TRY

------------ END COPY ------------------

 

EDIT: Maybe you have TRASH in your skyrim.... make the same that i made... UN-install all yours massmatch and search in yours skyrim directory files that have *massmatch*.* if found any DELETE IT not worry all in your zip is good and work... When you are SURE not have any massmatch in yours skyrim install your zip START A NEW GAME and try... must work... if not work must be for configuration in the MCM of SexLab or animation problem, revise sl anim loader.

 

EDIT2: I have not compiled anything ... I have not touched anything ... I just install your ZIP and it WORKS...

Posted
On 8/29/2018 at 5:21 AM, GenioMaestro said:

All is good... your mod works...

 

I make the same that make the other day: un-install ALL my massmatch and make a search in my skyrim directory for be sure i not have trash from others test, and preciselly found one, a simple backup, but i delete it for be TOTALLY sure i work ONLY with your modifed massmatch.

 

Install it, launch game and START A NEW GAME, for be sure not use a saved game with trash.

I have Alternate Start and is too easy for me start a NEW GAME in 1 minute. 

 

Select my female nord and say scape from this cell in the statue.

Open the console and put TGM for not be killed and open MCM and start Sexlab.

Kill the ghost guards and open again the MCM of sexlab for ENABLE CREATURE ANIMATION

Open the MCM of SL ANIM LOADER, enable ALL MY ANIMATIONS AND REGISTER IT.

When finish open magic and select YOURS massmatch spells for me in left hand and mass in rigth hand.

Launch it and WORKS... in some seconds i have 5 skeevers over me.

  Reveal hidden contents

1716903479_TESV2018-08-2822-03-13-32.thumb.jpg.eb424a8f3e682f903c4eeb60fa91fb1b.jpg187712505_TESV2018-08-2822-02-38-67.thumb.jpg.cc132e8e2abca69caaff07beb7acfd86.jpg

YOUR CODE WORKS... YOUR ESP IS GOOD AND HAVE ALL THAT MUST HAVE... AND THE MOD WORKS...

 

------------ COPY ------------------

If you have the billyy animations installed and registered and the animations works with others mod's but not works in this mod only can be for ONE motive:

 

You don't know the POWER OF THE SAVEGAME... START A NEW GAME AND TRY

------------ END COPY ------------------

 

EDIT: Maybe you have TRASH in your skyrim.... make the same that i made... UN-install all yours massmatch and search in yours skyrim directory files that have *massmatch*.* if found any DELETE IT not worry all in your zip is good and work... When you are SURE not have any massmatch in yours skyrim install your zip START A NEW GAME and try... must work... if not work must be for configuration in the MCM of SexLab or animation problem, revise sl anim loader.

 

EDIT2: I have not compiled anything ... I have not touched anything ... I just install your ZIP and it WORKS...

Hmm.. I think something in scirpts is wrong. when I made a new game, 'Mass Match Maker' was working well. however, when I made save files and load a game, it no longer work. Its time to give up, I have no idea about this problem. :(  so sad..

Posted
24 minutes ago, Kluze said:

Hmm.. I think something in scirpts is wrong. when I made a new game, 'Mass Match Maker' was working well. however, when I made save files and load a game, it no longer work. Its time to give up, I have no idea about this problem. :(  so sad..

I CAN'T SAY IT MORE CLEAR...

On 8/25/2018 at 11:29 AM, GenioMaestro said:

Skyrim store a lot of things in the savegame and that can give a lot of problems when develop a mod for skyrim. One of the most dangerous things that skyrim store in the savegame is the VALUE of the properties.

What this mean???

Simply, for example, if you launch the mod and not have LINK the properties for the scripts, that are asigned to deafult value = none, AND you save your game, the VALUE of that properties is STORED as none in the savegame AND ARE RESTORED TO NONE when you load the savegame.

You can try change it in CK, delete it, put it, run the script 1000 times, go again to CK, delete it again, run the script again... make all that you want, cry, pull your hair until you're bald... ALL that you want...

BUT THE VALUE OF THE PROPERTIES ARE ALWAYS RESTORED TO THE OLD VALUE WHEN LOAD THE SAVEGAME, BECAUSE THEY ARE STORED IN THE SAVEGAME, AND NEVER GET THE NEW VALUES ASIGNED FROM CK.

 

The only solution is START A NEW GAME, or make a clean save.

For make a clean save, disable the mod, open the game, make a new save, open the new savegame with ReSaver, clean it, enable the mod and load the cleaned savegame. This launch the mod as it never has been installed and force the game to load the REAL values of the properties that really have in the ESP.

You can't make this???

------------ COPY ------------------

The only solution is START A NEW GAME, or make a clean save.

For make a clean save, disable the mod, open the game, make a new save, open the new savegame with ReSaver, clean it, enable the mod and load the cleaned savegame. This launch the mod as it never has been installed and force the game to load the REAL values of the properties that really have in the ESP.

------------ END COPY ------------------

 

 

I understand that you do not want to START A NEW GAME because you lose weeks or months of play.

 

BUT I CAN NOT UNDERSTAND WHY YOU DO NOT WANT TO MAKE A CLEAN SAVEGAME

THE INSTRUCTIONS ARE VERY DETAILED AND IT IS VERY EASY

Posted

I made cleaned save files with ReSaver. but it is still not working. would you please upload 'Mass Match Maker' you have?  and I really appreciate you to help me. 

Posted
32 minutes ago, Kluze said:

I made cleaned save files with ReSaver. but it is still not working. would you please upload 'Mass Match Maker' you have?  and I really appreciate you to help me. 

I NOT have any special version that works... and you NOT HAVE A BAD version... your version WORKS...

 

IF YOUR version work in NEW GAME but not work when load a savegame is because the savegame have bad info about the mod => clean it

 

If you clean your savegame and when load your cleaned savegame not work the only explication is that you are making a bad cleaning... Try again... 

https://www.youtube.com/watch?v=QmHXjiBXyi4

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