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Posted

 

1 hour ago, Monoman1 said:

[04/15/2020 - 12:49:29PM] Warning: TTT_ArousedNips could not access Aroused's actor array. Retrying. t = 0

 

I admit it's a pain because it produces a load of bogus log spam... I never tested it and really had no idea if any other mod ever used it (but suspected they did not).

To properly support that old API it should return - at least - an empty array (even though Papyrus has some illusions there is no such thing).

 

However,  it looks like this bit is working fine: [04/15/2020 - 12:49:29PM] Warning: TTT_ArousedNips could not access Aroused's actor array. Retrying. t = 0

 

It will only crash the function with the "cast" in it, the caller should survive, so you can just wrap it and live with the spam :( 

 

I suppose the nicest fix is that this will return old results when locked, as mentioned above.

I can't spend any more time on SLAX tonight because I have insane schedule pressure for a real project, which has been crunching for weeks now.

As soon as this stuff lets me have a breather, I will be doing some fixes on SLAX.

 

Random thought... Does this shut it up?

 

Actor [] myActors = (sla_Main.getLoadedActors(myLockNum) As Actor[])

 

Probably not, probably nonsense, but Papyrus is incredibly dumb so...

I have a vague recollection that you cannot do any casts on an array at all.

Posted

So I am rusty. 

7 minutes ago, Lupine00 said:

I can't spend any more time on SLAX tonight because I have insane schedule pressure for a real project, which has been crunching for weeks now.

Oh of course. You'll get no pressure from me on it. 

Happy crunching :P

Posted
13 minutes ago, Monoman1 said:

Happy crunching

I thought I was finally in clear water earlier today, and then ... of all crazy things ... I found a bug.

 

Even more curious, it was exactly in the place where I thought "must plug that test hole" and then I plugged it... and there was the bug, sitting perfectly positioned in its safe space.

Posted
58 minutes ago, Lupine00 said:

I thought I was finally in clear water earlier today, and then ... of all crazy things ... I found a bug.

 

Even more curious, it was exactly in the place where I thought "must plug that test hole" and then I plugged it... and there was the bug, sitting perfectly positioned in its safe space.

Tis the way of things, no?

Posted
On 4/12/2020 at 8:42 AM, decaluka said:

I've tried my hand at a few ports for SE, and BiS tweaked worked for me.

I converted both the original BiS and BiS tweaked by running Cathedral Assets Optimizer and resaving the esp in the CK.

 

I am uploading both, (install BiS then BiS tweaked as usual). Textures are not included.

 

If someone wants me to delete it, I will. I can't support it either, it's just a conversion.

 

I tried the same with SL Cum Overlays, but while the MCM worked the textures never applied no matter what I tried.

Bathing in Skyrim.7z 6.1 MB · 3 downloads Bathing In Skyrim Tweaked.7z 61.01 kB · 4 downloads

yeah for whatever reason my skyrim doesnt actually clean cum off, thats the only problem im facing with BiS Tweaked 

Posted
16 minutes ago, Mr. Wick said:

yeah for whatever reason my skyrim doesnt actually clean cum off, thats the only problem im facing with BiS Tweaked

I guess from your perspective, that's a win-win right? :)

 

Alas, I have the opposite problem. Cum always vanishes after a short duration.

Posted

any idea on if there is going to be sse conversions for these amazing tweaks?  *begging*.    yes I am begging!  

Posted
14 hours ago, Monoman1 said:

Have you got the cum timer in sexlab set to max?

Not max, it's set to something like 2400. I can't remember now, would have to check. Slider is probably about one quarter or something.

 

It used to last longer in my previous game. Something keeps resetting it - I think - but I don't know what it is so it's hard to fix.

Posted
On 2/22/2020 at 9:03 AM, AnInsaneMoose said:

Just wondering if anyone would be willing to convert Bathing In Skyrim Tweaked to SSE?

 

just need it for SL Survival and have no clue how to convert things myself

I'm also interested in an SE port, I think the main possible thing that need to be adjusted is to have the tweaked scripts refer to Racemenu's new file that handles overlays "skee64" instead of "nioverride". I went through the source code, couldn't find what I suspected and realised I really have no idea what I am doing.

Posted
1 hour ago, Sensual Nautilus said:

I'm also interested in an SE port, I think the main possible thing that need to be adjusted is to have the tweaked scripts refer to Racemenu's new file that handles overlays "skee64" instead of "nioverride". I went through the source code, couldn't find what I suspected and realised I really have no idea what I am doing.

Oh yeah, i got some help with that

 

it works as is, just run it through SSE Nif Optimizer

Posted
2 hours ago, AnInsaneMoose said:

Oh yeah, i got some help with that

 

it works as is, just run it through SSE Nif Optimizer

pardon if I sound snarky, but how does nif optimizer affect script incompatabilities? The BiS tweak mod is mostly driven by script files. Is your setup successfully turning BiS dirt textures into racemenu overlays and is able to successfully clean off SexLab cum textures?

Posted
On 4/16/2020 at 12:21 AM, Mr. Wick said:

yeah for whatever reason my skyrim doesnt actually clean cum off, thats the only problem im facing with BiS Tweaked 

i'ts not cleaning off because the file isn't actually properly ported, the essential edited scripts have been left as is, which means the tweaks is not hooking to the correct function of Racemenu which the tweak is supposed to utilise its overlays instead of BiS's system. This means that without the skse plugins for BiS tweaks  properly converted, it wont hook to Racemenu SSE, not applying the dirt textures as racemenu sse overlays and practically not changing anything.

Posted

Hello, have anyone encountered an issue where the dismemberment event is triggered, but it is not visually represented?

Posted
1 hour ago, 121p130dc said:

Hello, have anyone encountered an issue where the dismemberment event is triggered, but it is not visually represented?

Yes, me! For the feet at least. 

It used to work fine so something must have changed. I recently updated XPMSE. I wonder have the bone names changed or something. 

 

Posted
3 minutes ago, Monoman1 said:

Yes, me! For the feet at least. 

It used to work fine so something must have changed. I recently updated XPMSE. I wonder have the bone names changed or something. 

 

BakaFactory* would be the person to ask, I think he had a hand in the most recent XPMSE update. 

 

 

*AKA FactoryClose on LL

 

 

Posted
1 hour ago, Monoman1 said:

Yes, me! For the feet at least. 

It used to work fine so something must have changed. I recently updated XPMSE. I wonder have the bone names changed or something. 

 

So I tried using an older version of the XPMSE (ver 4.51) and the issue is still there for me. 

Posted
15 hours ago, Sensual Nautilus said:

pardon if I sound snarky, but how does nif optimizer affect script incompatabilities? The BiS tweak mod is mostly driven by script files. Is your setup successfully turning BiS dirt textures into racemenu overlays and is able to successfully clean off SexLab cum textures?

I dont know everything about it, i just followed the steps i was given by other people

 

Running it through Nif Optimizer supposedly made the textures compatible with SSE

 

The only thing ive found that doesnt work with this is washing sexlab cumoverlays off

 

(P.S, ive never ported anything before, so just that it works at all, i think is good)

Posted

Many of these tweaks seem really neat, but unfortunately I'm currently playing on my SE playthru atm so I can't really check these out (although I'm beginning to try). I have a question for you and hope you can help me out.

 

I'm trying to convert some of these for se, and I've begun with Aroused Nips (I LOVED this mod and hate that it still isn't available for se). The good news is that I have successfully converted the original mod so I'm super pumped about that. I think some of the functionality is missing atm, but it's definitely at least partially working now, I'll have to play test it a bit and go thru the scripts again now that I understand how to get nioverride/skee working with it properly (or at least partially).

 

I found this comment snippet from your survival thread (it's honestly the only place I can find any reference to what's happening aside from possibly another reference on reddit I think basically stating the same thing but without much more info).

 

Quote
On 2/28/2019 at 4:32 AM, retrev said:

Are there any chances of iNeed support? :)

 

I tried to compile with this file, but I can't, because error during compile some frostfall scripts(leak of LinkedArrayHasArmor function), so I gave up. If you can't support iNeed, Can I know how to compiled this?.... (I tried with this(https://github.com/chesko256/CheskoPapyrusShared))

If I remember right, those scripts aren't complete. They're a framework. 

The plan right now is to iron out the bugs from mwa, then do a quick patch for milk addict which is sort of done. Once that's done I'll be back to see what I can do with survival. 

 

Now assuming I'm understanding this correctly - I decompiled the commonarrayhelpers.pex from campfire and just as I expected, it contained the code for linkedarrayhasarmor (unlike his github version), but when I tried to use that now decompiled version to then compile the ttt_arousednipsalias.psc file it still refuses to compile and gives me further errors - I've just about lost my patience with trying to go further with this, but I still really want this converted. From what I understand the problem is that decompiling scripts doesn't always produce the script you need (some info is missing/altered/replaced with 'placeholders', etc...) - You clearly have the scripts required to do this though considering you've done this on your own tweaked version. Having the original working is great, but the idea of it reacting to the cold is blowing my mind and I just have to have this functionality now (thanks for putting this idea in my head - I can't let it go now).

 

Assuming I haven't lost you so far (I'm sure it's been a while since you've worked on this) what I'm asking from you is to make these (assumingly) altered scripts you made available, along with whatever else is needed so I can try to make this se compatible. I don't care if it's private (maybe you feel you can't/shouldn't release these files), in which case, I'm okay with that as well, I promise I won't provide a copy of them or produce anything with what you give me publicly and will defer to you if anyone asks. I understand that you may feel these scripts may be lacking or whatever, but you've used them, you've provided a download using them for others, so clearly they at least partially work and I need them or I'll have to waste a ton of time redoing exactly what you've already done. BTW, congrats on doing this, clearly this wasn't a simple modification for you.

 

Anyway, love the idea of the change you made with this tweak, and although I can't use it with se atm, you can be sure I'm definitely going to enjoy using it the next time I go thru a le playthrough. Regardless if you can/can't help me with this further, I'm glad your mod at least finally pushed me to fix the original file for myself, I'm super happy to finally have it in se, but I obviously would rather have your tweak along with it...

 

I'm obviously happy to provide you with whatever I produce when I'm finished if you wish to provide it as a se download as well, alter it as you please of course, I don't care, hell make it better! :)

Posted
48 minutes ago, blippyp said:

I have a question for you and hope you can help me out.

Well first. There's no hidden scripts on my part. My mods include all source scripts needed. I'm not sure why you're trying to recompile the scripts though. Normally that's not necessary to convert unless maybe the skeleton node names are different in SE or something. 

Anyway. You haven't really given me the compiling error you're getting so I can't be sure of anything. But since this is frostfall we're talking about you probably have to get the "Dev Kit". Both campfire and frostfall have one so get them both.

If that's not the problem then post the compiling error you're getting. 

 

 

BTW, AN tweak still has the old, awkward method of swapping out script files based on what soft dependencies you're using. This is done via the FoMod installer. I still haven't gotten around to changing the interface method to a newer better method for AN tweaked. 

 

Posted
1 hour ago, Monoman1 said:

Well first. There's no hidden scripts on my part. My mods include all source scripts needed. I'm not sure why you're trying to recompile the scripts though. Normally that's not necessary to convert unless maybe the skeleton node names are different in SE or something. 

Anyway. You haven't really given me the compiling error you're getting so I can't be sure of anything. But since this is frostfall we're talking about you probably have to get the "Dev Kit". Both campfire and frostfall have one so get them both.

If that's not the problem then post the compiling error you're getting. 

 

 

BTW, AN tweak still has the old, awkward method of swapping out script files based on what soft dependencies you're using. This is done via the FoMod installer. I still haven't gotten around to changing the interface method to a newer better method for AN tweaked. 

 

Hey, thx for such a quick reply, I honestly wasn't expecting that.

 

Let's start off simple - I could clearly be just wrong so instead of leading you around a wild goose chase, here's the output I get when trying to re-compile your mod. I'm missing something clearly, hopefully you can just look at it and figure out what I'm missing, that would be super cool.

compileLog.txt

 

EDIT:

OH! I just re-read what you said, and pulled from the source file, this time it did compile...

 

So what is the other script for? The one that worked was the inactive one....

Waiting for your reply - gonna try recompiling it again with the changes I wanted to put in it and see what happens :)

Posted
17 minutes ago, blippyp said:

Hey, thx for such a quick reply, I honestly wasn't expecting that.

 

Let's start off simple - I could clearly be just wrong so instead of leading you around a wild goose chase, here's the output I get when trying to re-compile your mod. I'm missing something clearly, hopefully you can just look at it and figure out what I'm missing, that would be super cool.

compileLog.txt 28.24 kB · 1 download

Yea. Looks like you're missing the campfire and frostfall dev kits. 

They are optional downloads on their respective pages. 

 

You'll also have to get the SkyUI APK. 

https://github.com/schlangster/skyui/wiki

 

There may be missing source files in the SkyUI apk. I don't know why. 

De-compile the needed pex files using Champollion. https://www.nexusmods.com/skyrim/mods/35307/

Just drag whatever pex file on top of the Champollion exe and it'll de-compile a psc to the same folder as the pex. 

Posted
7 minutes ago, Monoman1 said:

Yea. Looks like you're missing the campfire and frostfall dev kits. 

They are optional downloads on their respective pages. 

 

You'll also have to get the SkyUI APK. 

https://github.com/schlangster/skyui/wiki

 

There may be missing source files in the SkyUI apk. I don't know why. 

De-compile the needed pex files using Champollion. https://www.nexusmods.com/skyrim/mods/35307/

Just drag whatever pex file on top of the Champollion exe and it'll de-compile a psc to the same folder as the pex. 

I have those installed though, but I didn't decompile them, I assumed they were as they need to be, they came with the source files...???

 

Curious to see what you have to say about it working with the inactive file - I'm getting the feeling the functionality I want won't be there :'(

 

Ya, your mod it stating the correct interface isn't installed so it's not working (like I want anyway).

 

I'll decompile those dev kits and see what happens.

Posted
28 minutes ago, blippyp said:

I'll decompile those dev kits and see what happens.

There should be no need to do this. 

What mod manager are you using. Make sure the dev kits are loaded lower than the mods in the left window if you use MO. 

If they're installed right they should eliminate 90% of the errors you were getting. 

Posted
17 minutes ago, Monoman1 said:

Yea. Looks like you're missing the campfire and frostfall dev kits. 

They are optional downloads on their respective pages. 

 

You'll also have to get the SkyUI APK. 

https://github.com/schlangster/skyui/wiki

 

There may be missing source files in the SkyUI apk. I don't know why. 

De-compile the needed pex files using Champollion. https://www.nexusmods.com/skyrim/mods/35307/

Just drag whatever pex file on top of the Champollion exe and it'll de-compile a psc to the same folder as the pex. 

ya, I'm not sure what to tell ya, it's still not working.

 

I use MO, I compile my scripts from a command prompt run within mo, so that it can see my entire mo file structure. The libraries for the dev kits you mentioned are all there and decompiled (I even decompiled campfire as well), but still nothing - same errors, it's acting like the scripts just aren't there). If I disable those dev kits in MO, my error log gets WAY bigger, so it's clearly seeing them and using them - there's something else going on here. I use SkyUI 5.2, which there is no sdk for, but I have the 5.1 sdk installed, I just decompiled my SkyUI 5.2 to see if that would make a difference, but those same SkyUI errors are still there (I think there's more now actually).

 

Honestly, I'm at a complete loss at this point, I even just decompiled frostfall and campfire and anything overwriting it to make sure whatever is being used in those scripts are there. I think I'm done with attempting to do this for now, maybe another day, the chilly nipples will have to wait I guess, at least I got aroused nips now :)

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