G0ldSil3nce Posted April 29, 2019 Posted April 29, 2019 1 minute ago, anghelos92 said: It depends on the slave, if you enslave an essential character it will still be an essential character that you or others can't kill. With what enslaved npc did you have the problem? the follower is from the mod Myra the Taffy Dragon 1
anghelos92 Posted April 29, 2019 Author Posted April 29, 2019 6 minutes ago, G0ldSil3nce said: the follower is from the mod Myra the Taffy Dragon I don't know that mod but since it's a mod built around one specific custom npc i presume the author put that actor into an alias quest and marked it as essential. This means that actor can't be killed in any way even using the .killEssential() command. Only way to do such a thing would be disabling or .setcriticalstage disintegrateEnd but this is beyond the scope of MCG mod, if that modder created that npc with a specific purpose in mind (being a companion) i can't change that, so i don't consider this a bug on my end, but thank you for reporting this here, it may help people with your same problem ?
G0ldSil3nce Posted April 29, 2019 Posted April 29, 2019 2 minutes ago, anghelos92 said: I don't know that mod but since it's a mod built around one specific custom npc i presume the author put that actor into an alias quest and marked it as essential. This means that actor can't be killed in any way even using the .killEssential() command. Only way to do such a thing would be disabling or .setcriticalstage disintegrateEnd but this is beyond the scope of MCG mod, if that modder created that npc with a specific purpose in mind (being a companion) i can't change that, so i don't consider this a bug on my end, but thank you for reporting this here, it may help people with your same problem ? RIP thanks for the response, great mod this is :D 1
anghelos92 Posted April 29, 2019 Author Posted April 29, 2019 Just now, G0ldSil3nce said: RIP thanks for the response, great mod this is Thank you if you find other bugs report, the more we find the more we can fix 1
Bush_Connoisseur Posted April 29, 2019 Posted April 29, 2019 13 hours ago, anghelos92 said: I missed these post so much ??, excellent news, the part about your patch was very intriguing, if your tests result positive please upload it and send me the link so i can add it in the suggested mods list in the description page. Judging by the last video you did a very good job: the dialogues are voiced etc...great man! Since encounter bandits actorBase is different every 5th level and because Outfit manager simply replaces the default outfit my guess is that the naked bug will arise as usual for that actorBase until you break the 5th level tier. Meaning if a player enslaves an encNPC at lvls 1-4 then there is a chance to come across a naked spawned encounter NPC until you reach level 5. Same holds true from lvls 5-9 and so on. But as far as the patch goes it seems solid. I'll test some more scenarios, get to where the girls pop out babies and post it here. Then move onto dating. I did have to make AnghelosRelationLevel-faction ally w/ the MHIYH faction otherwise a riot would ensue between both factions. 1
anghelos92 Posted April 29, 2019 Author Posted April 29, 2019 54 minutes ago, Bush_Connoisseur said: But as far as the patch goes it seems solid. I'll test some more scenarios, get to where the girls pop out babies and post it here. Then move onto dating. I did have to make AnghelosRelationLevel-faction ally w/ the MHIYH faction otherwise a riot would ensue between both factions. Excellent news, about the outfit plugin i may have found a messy workaround for that while coding for fallout 4, it involves a superior cloning method: basically in creation kit you create a custom actor that in the template tab has everything cecked except the scripts, then you use a custom leveled actor list "A" for the traits and a custom leveled list "B" for the others. When cloning at that point you copy the exact appearance and stats of an actor but it will not be really what it was before (i.e. it will not be a bandit properly but it will have all the traits and stats and factions etc of a bandit, the upside is that you can at that point set in the custom actor in ck the outfit you want and maybe make as much custom actors as the outfit you want in your game, all of them will use those custom leveled list, i will need more tests for that but in Fallout 4 that seems to play nice. The actual script code for the cloning is in the "anghelosActionsScript of the fallout 4 version in case you want give it a look. Making the same mod for two different games that share the same engine is very stimulating to see things in a different perspectivd and find new solutions. I may return to skyrim coding soon because in fo4 i've hit a wall in the story manager and, unbelieveable, it seems that the story manager in skyrim is more functional! So i'll start here the npc initiative system instead. P.S. from your vids i still see you don't have any fade to black when the cloning takes place, in my game there is a fade to black i don't know why you don't have it! P.p.s. i somewhat missed your last private message, i agree with most you said 1
Bush_Connoisseur Posted May 1, 2019 Posted May 1, 2019 On 4/29/2019 at 3:41 PM, anghelos92 said: Excellent news, about the outfit plugin i may have found a messy workaround for that while coding for fallout 4, it involves a superior cloning method: basically in creation kit you create a custom actor that in the template tab has everything cecked except the scripts, then you use a custom leveled actor list "A" for the traits and a custom leveled list "B" for the others. When cloning at that point you copy the exact appearance and stats of an actor but it will not be really what it was before (i.e. it will not be a bandit properly but it will have all the traits and stats and factions etc of a bandit, the upside is that you can at that point set in the custom actor in ck the outfit you want and maybe make as much custom actors as the outfit you want in your game, all of them will use those custom leveled list, i will need more tests for that but in Fallout 4 that seems to play nice. The actual script code for the cloning is in the "anghelosActionsScript of the fallout 4 version in case you want give it a look. Making the same mod for two different games that share the same engine is very stimulating to see things in a different perspectivd and find new solutions. I may return to skyrim coding soon because in fo4 i've hit a wall in the story manager and, unbelieveable, it seems that the story manager in skyrim is more functional! So i'll start here the npc initiative system instead. P.S. from your vids i still see you don't have any fade to black when the cloning takes place, in my game there is a fade to black i don't know why you don't have it! P.p.s. i somewhat missed your last private message, i agree with most you said Great, looking forward to see what you come up with. I can't use or understand the creation kit it just seems like a schizophrenic tool. The main issue I have is the compiler. Its a coin toss for me whether its going to succeed or fail on the loaded script source depending on the mod. I've never seen fade2black using this mod. I've seen it in other mods. here is some new changes to the M.C.G / MHIYH/ OM patch 1
Bush_Connoisseur Posted May 1, 2019 Posted May 1, 2019 Hell, I think its ready actually. I tested the hell out of it and everything was working fine. Then I made a couple of changes but I think it's ready. *EDIT* taking this down. upgraded to 1.6 seems to be ganked. 1
anghelos92 Posted May 1, 2019 Author Posted May 1, 2019 21 minutes ago, Bush_Connoisseur said: Great, looking forward to see what you come up with. I can't use or understand the creation kit it just seems like a schizophrenic tool. The main issue I have is the compiler. Its a coin toss for me whether its going to succeed or fail on the loaded script source depending on the mod. I've never seen fade2black using this mod. I've seen it in other mods. here is some new changes to the M.C.G / MHIYH/ OM patch Most of the time scripts from other mods doesn't compile because you must have the source of all their mod dependencies in your data folder, in the case of MCG you must have DA source code and EEF source code installed to compile. I would be grateful if anyone using this mod would report if they have also never seen the fade to black when cloning because if so i forgot to add something in the .bsa then. Seeing what you've done with your patch so far I am quite confident that i cannot make a better work than yours, it seems you added packages to all the slave aliases and the conditioned the procedures with i don't know what? Actor values? You're clearly better than me in Ai packages, better to leave this part of the mod to you
anghelos92 Posted May 1, 2019 Author Posted May 1, 2019 Just now, Bush_Connoisseur said: Hell, I think its ready actually. I tested the hell out of it and everything was working fine. Then I made a couple of changes but I think it's ready. MCG-suppliment.Base.7z 2.41 kB · 0 downloads I'll try it as soon as i can, not today unfortunately, being a national holiday i am away from my pc. I'm very exicited about this
Bush_Connoisseur Posted May 1, 2019 Posted May 1, 2019 12 minutes ago, anghelos92 said: Most of the time scripts from other mods doesn't compile because you must have the source of all their mod dependencies in your data folder, in the case of MCG you must have DA source code and EEF source code installed to compile. I would be grateful if anyone using this mod would report if they have also never seen the fade to black when cloning because if so i forgot to add something in the .bsa then. Seeing what you've done with your patch so far I am quite confident that i cannot make a better work than yours, it seems you added packages to all the slave aliases and the conditioned the procedures with i don't know what? Actor values? You're clearly better than me in Ai packages, better to leave this part of the mod to you Lol, Thanks for the vote of confidence but stolen valor is not my style. I think you are mistaken MHIYH ai packages as something I created. I simply patched them into your mod. MHIYH and outfit manager are required also. 1
JuliusXX Posted May 1, 2019 Posted May 1, 2019 Just updated this mod from 1.5.41 to 1.6.0, using an old save and hit some problems. First time the MCM updated and everything seemed to be ok but quite soon I noticed a save bloat. ReSaver showed that the cause was another mod called "NPC Body Scale Randomizer" which went berzerk somehow. So I went back to the old save and reinstalled 1.6.0, but this time the MCM didn't update and there were a couple of empty MCM pages, but no more save bloat though. So I made a clean save and after that everything seems to be ok so far. I don't know if this was caused by my load order, but you should probably mention this possible need for clean save / new game so that other users recognize these problems. At least I didn't notice anything about this in the OP. 1
anghelos92 Posted May 1, 2019 Author Posted May 1, 2019 37 minutes ago, JuliusXX said: I don't know if this was caused by my load order, but you should probably mention this possible need for clean save / new game so that other users recognize these problems. At least I didn't notice anything about this in the OP. Generally when there is the need for a clean save or a new game updating MCG i post the advice in the OP. Considering the changes made from 1.5.41 to 1.6.0 and the adoption of MCM versioning functions i don't see the need of a clean save, at least regarding MCG. The second time you reinstalled MCG 1.6.0 in that old save probably MCM didn't had enough time to check for menu updates, as i am told that check is somewhat slow (in SKY_UI Faqs it's told that in those cases you may need to run the command " setstage SKI_CONFIGMANAGERINSTANCE 1 ") If others mod requires a clean save i cannot say. Thanks to reporting this, it may be very useful for other people that use npc body scale randomizer
Bush_Connoisseur Posted May 1, 2019 Posted May 1, 2019 I downloaded and upgraded to MCG v1.6 and its just ignoring the the MHIYH packages. I'll look into it further but i'm kinda at a loss.
anghelos92 Posted May 1, 2019 Author Posted May 1, 2019 30 minutes ago, Bush_Connoisseur said: I downloaded and upgraded to MCG v1.6 and its just ignoring the the MHIYH packages. I'll look into it further but i'm kinda at a loss. Probably because your edits are been overwritten since you made the changes based on 1.5.41
Bush_Connoisseur Posted May 2, 2019 Posted May 2, 2019 19 hours ago, anghelos92 said: Probably because your edits are been overwritten since you made the changes based on 1.5.41 I checked, double and triple checked. I did extensive testing w/ past versions 1.5.5a, 1.5.41, 1.5.3, 1.5.21 and they all worked fine. Both Outfit Manager and MHIYH are initiated through the AnghelosSlavesTopic "Hey Slave!" [DIAL:xxxE05F7] . that was all I've altered in MCG prior to 1.6 I was eventually able to get it to work in 1.6 by altering the AnghelosSlaveWaitPackage which I didn't have to do before 1.6 So that got me thinking of what I was trying to accomplish originally. Which was simply trying to add a slave loiter package as well as equip clothes of my choosing. Did you have plans for that?
anghelos92 Posted May 2, 2019 Author Posted May 2, 2019 7 minutes ago, Bush_Connoisseur said: I checked, double and triple checked. I did extensive testing w/ past versions 1.5.5a, 1.5.41, 1.5.3, 1.5.21 and they all worked fine. Both Outfit Manager and MHIYH are initiated through the AnghelosSlavesTopic "Hey Slave!" [DIAL:xxxE05F7] . that was all I've altered in MCG prior to 1.6 I was eventually able to get it to work in 1.6 by altering the AnghelosSlaveWaitPackage which I didn't have to do before 1.6 So that got me thinking of what I was trying to accomplish originally. Which was simply trying to add a slave loiter package as well as equip clothes of my choosing. Did you have plans for that? I'll do the best i can to release it in the next update, i am quite confident i may be able to resolve the dress problem, for the sandboxing i'll try hard but i am not much competent at that, i mean i know how to add a simple sandbox package but i don't know how to conveniently condition the slave when to use one package and when use another
Bush_Connoisseur Posted May 2, 2019 Posted May 2, 2019 3 hours ago, anghelos92 said: I'll do the best i can to release it in the next update, i am quite confident i may be able to resolve the dress problem, for the sandboxing i'll try hard but i am not much competent at that, i mean i know how to add a simple sandbox package but i don't know how to conveniently condition the slave when to use one package and when use another Very good. We could always patch in MHIYH if it were ultimately desired, but I'd be excited to see your solution for both the outfit and a simple sandbox (loiter). I did notice w/ my patch we lost the "if you move from this spot i'm going to break your teeth!" wait, which I think is also important. I also failed to demonstrate in any of the videos that once a slave was released it resumed the normal dating dialogue options you intended, which i think is awesome. 1
Renkuhairu Posted May 3, 2019 Posted May 3, 2019 Hello, first of all, I want to say: great mod! I have always searching for something like this since I started modding Skyrim, your mods really go beyond my expectations! Thank you! Another thing that I want to ask is that when I use the dating func, I was unable to dismiss/end the date manually, is this because I am using another mod for follower management other than EFF? (I am using IAFT) 1
anghelos92 Posted May 3, 2019 Author Posted May 3, 2019 20 hours ago, Bush_Connoisseur said: your solution for both the outfit and a simple sandbox (loiter). For the outfit the solution i thought was inspired by your videos, i see that you put the clothes in a container to make the skave equip them, so i'll do the same thing and then use a SKSE function to make the slave equip the item you put in a container (that will be invisible). For the sandboxing package as you know i am very weak on that field, i think i will use an ability with no effects like a keyword that when added to the slave *should* conditionalize the switch between the "do nothing" package and the "sandbox" package.
anghelos92 Posted May 3, 2019 Author Posted May 3, 2019 2 hours ago, Renkuhairu said: Hello, first of all, I want to say: great mod! I have always searching for something like this since I started modding Skyrim, your mods really go beyond my expectations! Thank you! Another thing that I want to ask is that when I use the dating func, I was unable to dismiss/end the date manually, is this because I am using another mod for follower management other than EFF? (I am using IAFT) Thank you about the dating problem, do you mean you used the topic to end the dating and nothing happened? In this case the multiple follower framework is not important for that system, EEF is useful only when you recruit actors as followers but the dating system is indipendent from that, thanks for reporting anyway, i'll definitely look into it!
Bush_Connoisseur Posted May 3, 2019 Posted May 3, 2019 1 hour ago, anghelos92 said: For the outfit the solution i thought was inspired by your videos, i see that you put the clothes in a container to make the skave equip them, so i'll do the same thing and then use a SKSE function to make the slave equip the item you put in a container (that will be invisible). For the sandboxing package as you know i am very weak on that field, i think i will use an ability with no effects like a keyword that when added to the slave *should* conditionalize the switch between the "do nothing" package and the "sandbox" package. Sweet! I'm sure from that point we can get close to what was being done in the videos. Did you plan on having the outfit and sandboxes be initiated via dialogue? Do you think It's possible for each captured slave to have their own individual container? I've noticed when the slave is in the initial bleedout state when undress is chosen the user has access to shield and shoes but after they have been enslaved the user looses access to take the shield and shoes. Was this an oversight?
reinyn Posted May 5, 2019 Posted May 5, 2019 Hi, first i want to say i really like this mod. And i believe it will get better with every update. But i do have a small question. I don't know for sure if this i s a stupid question or if i just missed something but, i want to know if you can safely update beween versions ( for example i am using version 1.5.4 something and want to update to 1.6.0 ) Do i need to follow a special procedure or can i just de-install the first one and then install the new one? And second, if there is a special procedure would it be a good idea to put it on the main page?
anghelos92 Posted May 5, 2019 Author Posted May 5, 2019 1 hour ago, reinyn said: Hi, first i want to say i really like this mod. And i believe it will get better with every update. But i do have a small question. I don't know for sure if this i s a stupid question or if i just missed something but, i want to know if you can safely update beween versions ( for example i am using version 1.5.4 something and want to update to 1.6.0 ) Do i need to follow a special procedure or can i just de-install the first one and then install the new one? And second, if there is a special procedure would it be a good idea to put it on the main page? As a general rule i make versions compatible with each other because i am using this mod in my personal gameolay too (so i don't want to waste all my gaming hours to update :P), when there is such a need i post the warning in the important communications spoiler in the OP. In the past this happened when i changed the core of the mod to function without EEF and DA. The only critical change that *could* give you some problem this time from 1.5.41 to 1.6.0 is the adoption of versioning in the MCM script. Someone told that the new MCM is not displayed correctly after updating but i cannot confirm this since in my gameplay i just unistalled the previous version and then swapped to the new one and i had no problem. If you have problem you can try to make a clean save with falrim tools after updating.
reinyn Posted May 5, 2019 Posted May 5, 2019 4 hours ago, anghelos92 said: As a general rule i make versions compatible with each other because i am using this mod in my personal gameolay too (so i don't want to waste all my gaming hours to update :P), when there is such a need i post the warning in the important communications spoiler in the OP. In the past this happened when i changed the core of the mod to function without EEF and DA. The only critical change that *could* give you some problem this time from 1.5.41 to 1.6.0 is the adoption of versioning in the MCM script. Someone told that the new MCM is not displayed correctly after updating but i cannot confirm this since in my gameplay i just unistalled the previous version and then swapped to the new one and i had no problem. If you have problem you can try to make a clean save with falrim tools after updating. Alright, thanks for telling me. Now i know a bit about what to expect. Good luck and have fun with enhancing this mod. 1
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