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Skyrim Utility Mod (LE)


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Posted

It seems to me like SUM doesn't like to get it's hotkeys set on the function keys.

At first I thought I broke SUM, but it just don't likes the keys F8 and F9

If that's true I know now why cycle AI never worked ?

Posted
On 6/1/2020 at 3:08 AM, donttouchmethere said:

It seems to me like SUM doesn't like to get it's hotkeys set on the function keys.

At first I thought I broke SUM, but it just don't likes the keys F8 and F9

If that's true I know now why cycle AI never worked ?

I think it is Skyrim that does not like function keys. Do they work in other mods? 

Posted
On 6/1/2020 at 3:09 AM, donttouchmethere said:

If the PC never get registered in SUM, does that mean no DDe effects will work on the PC?

DDe effects are tied to the devices not the actors. 

Posted
5 hours ago, Inte said:

I think it is Skyrim that does not like function keys. Do they work in other mods? 

Yes!

SKUI ?

It Grows ?

That's why I naively dropped SUM keys on them.

 

5 hours ago, Inte said:

DDe effects are tied to the devices not the actors.

*phew* I feared I had ruined a devious day for my PC.

I just saw the FX/sound effect of "your powers return" sometimes after leaving SUM or DDe MCM. That made me think it's related.

 

 

Posted
On 6/8/2020 at 7:37 AM, donttouchmethere said:

That's why I naively dropped SUM keys on them.

I just tried assigning some function keys in SUM and they do work. However, SUM does check if the key you want to assign is already being used by another mod. If you choose to assign it to SUM anyway, some unexpected behavior can occur, as in both, neither or either mods responding to the key press. 

Posted
On 6/14/2020 at 9:56 PM, nourthebiggaysir said:

So what key is the "Select an Actor Key" because I can't seem to find it, I've tried using my sexlab hotkey and zaz hotkey, but neither work.

You need to set your own key in SUM MCM 'System' page. 

Posted
On 6/12/2020 at 6:22 AM, Inte said:

I just tried assigning some function keys in SUM and they do work. However, SUM does check if the key you want to assign is already being used by another mod. If you choose to assign it to SUM anyway, some unexpected behavior can occur, as in both, neither or either mods responding to the key press. 

I always keep F8 and F9 reserved for POP (for older SUMless POP versions I used F9 for surrender) and SUM.

Maybe I need to reassign them again after loading my MCM jason ? or make a completely new one.

 

On 6/12/2020 at 6:22 AM, Inte said:

SUM does check if the key you want to assign is already being used by another mod.

It gives a warning, yes, but it still works on other keys, still not working for me for function keys.

For example

I use SLS cum addiction information on "L" and SUM target actor on "L" => works

I use CF puppetmaster funktion on "K" and SUM change AI on "K" => works (waiit... I never tried that on creatures ^^)

No warnings for F8 and F9 tho. ?‍♂️

 

I usually load the MCM settings from an earlier version and save it again with a new name for the installed versions.

Maybe somewhere I carried old information over that prevents SUM to be reassigned to function keys.

 

Posted

I'm experimenting around a lot atm with SUM and POP.

While doing so I found out that at least one DDe outfit "IDDeinox" (need to check again) adds a non working inox armbinder:

non working = on my POP NPC follower it fails to bind her hands correctly.

First I thought it was just a glitch, but I can repeat that everytime.

Spoiler

1452856323_enb2020_06_1906_31_36_18.jpg.2e3f48f35e2785e9cf29d97921b0219f.jpg

 

  • 3 weeks later...
Posted
On 6/19/2020 at 9:53 AM, donttouchmethere said:

I'm experimenting around a lot atm with SUM and POP.

While doing so I found out that at least one DDe outfit "IDDeinox" (need to check again) adds a non working inox armbinder:

non working = on my POP NPC follower it fails to bind her hands correctly.

First I thought it was just a glitch, but I can repeat that everytime.

  Hide contents

1452856323_enb2020_06_1906_31_36_18.jpg.2e3f48f35e2785e9cf29d97921b0219f.jpg

 

Does it work on the PC?

Does the DDx elbowbinders work on your NPCs? 

 

Works fine on my PC. 

 

ScreenShot1.png

Posted
5 hours ago, Inte said:

Does it work on the PC?

Yes!

Tested all DDe outfits on my PC first ?

4 hours of equipping and removing of DDe devices.

Every Fetish Shop would have kicked me out already ?

5 hours ago, Inte said:

Does the DDx elbowbinders work on your NPCs? 

The follower on the picture should also wear DDe inox bondage mittens.

Seems it decided that is just too much and doesn't want to wear any of those.

Total fail for a DDe armbinder happens only during the POP DDe equip.

My Skyrim-Glitch-o-Feeling system rings alarm bells!

 

Sometimes, about ~50% of the time it fails on random NPC (Corsec Patches on HSG and various other NPC).

Experimenting with this atm:

It does wonders for any NPC in DDs.

100% of all NPC now use the elbow binders correctly (also now hides hands if that also fails after the elbow binder idle works correctly)

Now I have to repeat the POP/DDe elbow binder on followers:

> added while POP is running

> added only via DDe

 

5 hours ago, Inte said:

Works fine on my PC.

Wow! ?

You are using already the early beta of the new FO4-Skyrim total conversation!

I read DDi isn't working correctly with it just yet. ?

The handcuffs work with a custom system and are unrelated to DDi, did you add DDi compatibility yourself? ?

Posted
1 hour ago, donttouchmethere said:

You are using already the early beta of the new FO4-Skyrim total conversation!

That project was supposed to be a secret ? now that we know that you know, we will have to send somebody to kill you @donttouchmethere ?

On a more serious note I should probably do additional testing with DDe to see if the devices added by it are handled correctly by my scripts. If they are using exactly the same system of keywords and effects as DDi/DDx 4.3 they should work without any extra code, but that's just theory...

[Edit]    

1 hour ago, donttouchmethere said:

The follower on the picture should also wear DDe inox bondage mittens.

Seems it decided that is just too much and doesn't want to wear any of those.

 

Not sure about that. She is wearing an elbowbinder, it is possible that this will cause the game to hide the mittens as using an elbowbinder should hide the hands, and the mittens are using the hands slot. Of course the hands are not hidden, but this is a glitch, it is possible that the mittens are still hidden even when the hands glitch out (I do not know for sure).

Posted
1 hour ago, Kharos said:

Not sure about that. She is wearing an elbowbinder, it is possible that this will cause the game to hide the mittens as using an elbowbinder should hide the hands, and the mittens are using the hands slot. Of course the hands are not hidden, but this is a glitch, it is possible that the mittens are still hidden even when the hands glitch out (I do not know for sure).

Guess that's what my my Skyrim-Glitch-o-Feeling triggers ?

 

1 hour ago, Kharos said:

On a more serious note I should probably do additional testing with DDe to see if the devices added by it are handled correctly by my scripts. If they are using exactly the same system of keywords and effects as DDi/DDx 4.3 they should work without any extra code, but that's just theory...

That's why I have to test it myself first too.

Just wanted to promote your patch =D

(okay, I really hope it solves that issue with my POP follower, but I doubt it)

 

I used the DDe "register all DD tags" function.

I drop that here to prevent a too low grade of confusion. ?

Posted
2 hours ago, Kharos said:

That project was supposed to be a secret ? now that we know that you know, we will have to send somebody to kill you @donttouchmethere ?

NOOO! ?

Not again ?

DTMT was made essential thanks to NDUN ?

(I don't want to talk about the side effects of an NDUN defeat ?)

 

 

@Inte

Results of playing around with SUM actor list:

> your right (of course! duh!), if the Actor list was created any new targeted NPC get automatically added to that list

> this also is true for the DDe actor list that gets updated everytime I add a new actor to SUM via hotkey, without jumping back an forth thru the SUM/DDe MCM

> one odd thing tho: SUM adds the same actor multiple times to the list if he was selected via SUM hotkey multiple times.

Posted
12 hours ago, Inte said:

Works fine on my PC. 

At least some differences between NPCs and PC are because you are using different ways to equip devices on PCs and on NPCs (though I suspect this is not the case here).

 

In iDDeMain.psc:

If (Slave != PlayerRef)
	;bSkipM = True
	bSkipE = True
EndIf

[...]

If (iDDeEquipDevice(Slave, Device_Inv, Device_Ren, Device_Kwd, bSkipE, bSkipM) > 0)

[...]

If (bSkipEvents)
	akActor.EquipItem(Device_Inv, False, True)
	akActor.EquipItem(Device_Ren, True, True)
	If (!bSkipMutex)
		ZadLib.DeviceMutex = False
	EndIf
Else
	akActor.EquipItemEx(Device_Inv, 0, False, True)
Endif

 

The bSkipEvents branch will bypass the usual logic, so a lot of DDi code is not running. One side effect that I can observe is that NPCs wearing panel gags are often wearing them without a plug (because they are missing the membership in the zadGagPanelFaction; see zadGagPanelScript.psc).

Posted
11 hours ago, donttouchmethere said:

Wow! ?

You are using already the early beta of the new FO4-Skyrim total conversation!

Oops! :classic_happy:

I meant this one.

 

20200619212014_1.jpg

Posted
7 hours ago, Kharos said:

That project was supposed to be a secret ? now that we know that you know, we will have to send somebody to kill you @donttouchmethere ?

Ah, that might be a bit too harsh, @donttouchmethere just needs some ball-gag training. I know Skyrim guards are highly against lolly-gagging but I'm fairly sure they'll be okay with donttouchemethere-gagging. :classic_happy:

Posted
2 hours ago, Kharos said:

The bSkipEvents branch will bypass the usual logic, so a lot of DDi code is not running. One side effect that I can observe is that NPCs wearing panel gags are often wearing them without a plug (because they are missing the membership in the zadGagPanelFaction; see zadGagPanelScript.psc).

DDi has always had some shortcomings when it came to equipping and maintaining DDs and animations on NPCs. Back when I wrote that I remember that DD animations on NPCs would not work all that well. So, I've experimented with the bSkipEvents bit and it seemed to work best for NPCs when it was off. I will revisit that and see if it works better with it flipped. 

Posted
5 hours ago, donttouchmethere said:

> one odd thing tho: SUM adds the same actor multiple times to the list if he was selected via SUM hotkey multiple times.

It depends how you have setup the 'Set Added Actor to Slot'. 

 

[-1] => will add new actors (only) at the end of the list.

[0] => will do nothing.

[>0] => will add the new actor to that slot in the list even if the actor is already in the list. 

 

So for all intents and purposes it's best to leave that option set to [-1] (negative value). 

Posted
6 hours ago, Inte said:

DDi has always had some shortcomings when it came to equipping and maintaining DDs and animations on NPCs. Back when I wrote that I remember that DD animations on NPCs would not work all that well. So, I've experimented with the bSkipEvents bit and it seemed to work best for NPCs when it was off. I will revisit that and see if it works better with it flipped. 

Yeah, it is still a bit wonky in my experience (that's what prodded me into writing a mod to improve support for NPCs). Looking at the code base it also seems that some of the equip/unequip code is written with the assumption that the player is equipping a device on a NPC, not a script from another mod (e.g. it looks like there are some hardcoded messages). And equipping many devices quickly will cause a spike of high script load. My guess is that you will run into these issues if you flip the bSkipEvents flag, and that your current way is actually the best way of doing things, despite having some shortcomings.

 

My main point was that "it works for my PC" is not really a good answer to a problem with NPCs, as PC and NPC are handled differently. Not only by your mod, but actually by the game itself (the engine takes shortcuts for NPCs, leading to funny behaviour even in the vanilla game like some enchantments on armor not working for NPCs).

Posted
22 hours ago, Kharos said:

And equipping many devices quickly will cause a spike of high script load.

Yup, now I remember why I turned that option off; outfits would not equip on NPCs without the whole system bogging down. 

Posted
On 7/9/2020 at 12:49 AM, Inte said:

Oops! :classic_happy:

I meant this one.

Inte! The follower has the elbowbinder issue! The follower, Inte, the follower! ?

 

Didn't came around to try again, so many new mods and I'm so slow* ?

(*slow = mods get naturally tested during gameflow)

 

Hey SUM show my whole game statistics! ?

You don't have any contracts with the NSA right? ?️‍♂️

 

Is SUM able to show the active AI script package on Actors?

I see a looot of statistics, but no AI package info! I could be lost in details ?

Posted
On 7/11/2020 at 8:27 PM, donttouchmethere said:

Is SUM able to show the active AI script package on Actors?

I see a looot of statistics, but no AI package info! I could be lost in details ?

There are no API functions available to see the status of an AI package. However, SUM can show game (AV) related AI package variables.  

 

 

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