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Description

First, this mod (SUM) is a framework for all my other mods. This is to eliminate a lot of redundancy between all my mods.

Understandably, that makes this mod a dependency for all my mods. However, I have added a few features to this, that should justify the extra load order slot. Certain restrictions apply. Ask your doctor if SUM is right for you.

 

Requirements

  • Required Mods

SexLab

Zaz Animation Pack

PapyrusUtil

 

  • Optional Mods

UI Extensions (UIE) 

Devious Devices - Equip

Prison Overhaul Patched

 

Install/Uninstall

Install it using your favorite mod manager.

 

Installation Steps

1. Install ‘SUM’.
2. Install the latest ‘SUM - UIE Patch’ available in the download section, only if you have UIE installed already. 

 

Uninstallation Steps

1. Uninstall ‘SUM - UIE Patch’ if installed.
2. Uninstall ‘SUM’.

 

Updating to the Latest Version

1. Follow ‘Uninstallation Steps’, for the existing version. 
2. Follow ‘Installation Steps’, for the new version. 

 

Features

(More details in post No. 2)

ZAP posing system. 
This is using the MCM and the UI Extensions (if installed) to store and use potentially all poses available in ZAP. It does this by using .json files to store all (entered) poses, then the MCM and/or UI Extensions mod to access and use the poses on the PC and NPCs.

 

Faction Management
With this feature the player can manage all PC and NPC factions. The factions will be listed in the MCM. There the player can change faction ranks and/or membership. 

 

Skills Transfer 
Have you ever though to yourself “... I sure would like to try some new mod that just came out, but then I found out that it requires a new save, and to top it off a level 66 PC?” Neither have I; nevertheless, with this feature you can transfer skills between all your PCs. Yes you’ve guess it, it is all done through the MCM. There you can save and transfer skills, spells, inventory and factions between your PCs, you can even share them with your friends. Nothing sweeter than a digital sweetroll, no? Yum ... yum!  

 

StorageUtil Page
This is useful for troubleshooting mods that use the StorageUtil mod variables. 

 

Update Log 

 

Version 1.10

  • Patched .::. Some scripts pointing to the wrong properties as mentioned by @Hylysi
  • Patched .::. Some MCM startup functions. 
  • Added .::. A UIE compatibility script (separate download) for when UIE is installed. 
  • Added .::. My MCM config settings (SUM, POP, DDe) for players that do not want to bother setting their own. In each mod’s MCM under ‘Load MCM Settings’ just type ‘Nova’. 
  • Added .::. StorageUtil variables manipulation page. See post No. 2 for details.  

 

Version 1.04

  • Added .::. Some functions required by DDe 4.04. 

 

Version 1.03

  • Patched .::. Startup issue.

 

Version 1.02

  • Patched .::. CTD when saving MCM configurations to .json, as mentioned by @donttouchmethere.

 

Version 1.01

  • Patched .::. MCM toggle not working, as mentioned by @Slorm

 

Version 1.00

  • Release

 


  • Submitter
  • Submitted
    01/18/2019
  • Category
  • Requires
    See description.
  • Special Edition Compatible
    No

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Since I’ve been accused of not explaining my mods’ features in enough detail, here are some more detailed user instructions. :classic_happy:

 

Actor Selection Page

 

 

 


72850_20190115000557_1.png

 

 

Here you can store and activate actors. Most features in this mod will NOT work unless you slot an actor. 

To add an actor to the list, select the actor with your crosshair and press the 'Select Actor' hotkey.  

 

System Page

 

 

 


72850_20190115000608_1.png

 

 

Here you set your ‘hot keys’ for actor selection, PC AI control, UI wheel menu (for posing on the fly), UI list menu for pose lists. You can also save and load your MCM settings. 

 

ZAP Poses Page

 

 

 


72850_20190115000637_1.png

 


The posing system. 
Quick Slideshow

  1. Click on ‘Refresh Poses List’ option. 
  2. If the ‘Pose List File Name’ field is left blank, this will fill the ‘Pose Lists’ space bellow with all the default poses lists available. These lists are used by POP and SDP and is therefore recommended not to change them. However, if you do decide to change them and add new poses to them, POP and all my mods will use them.  
  3. Selecting and clicking any of the lists there will load them into the ‘Slideshow’ ‘Pose List’ field. 
  4. Here you can play that list as a pose slideshow. 
  5. You can also select the number of poses to play from the list, as well as each pose duration.  

 

Filling a UI list menu pose list so you can pose on the fly. 

  1. If you have done the steps in the ‘Quick Slideshow’ above you are good to go.
  2. Press your UI list menu hotkey, and a list of all the poses within that list will appear. Clicking on any of them will start playing the particular pose. 
  3. Basically, any valid pose list entered in the ‘Pose List’ field will also be loaded into the UI list menu. 

 

Adding poses to a list. 

New list.

  1. Select ‘Pose List File Name’. Here you can enter the folder and file name where you want to save the poses lists*. You can save a bunch of lists in the same file. The format is ‘Folder/SubFolder/FileName’. Example: Entering MyFolder/MySubfolder/My Lists -> will create a .json file named ‘My Lists.json ’ and place it in ‘MyFolder/MySubfolder/’. This convention applies throughout the mod. 
  2. Enter a pose list name in ‘Pose List’ field. Say, ‘Bound Poses’. 
  3. Enter a pose name/ID in the ‘Save Pose’ field. Say, ‘IdleHandsBehindBack’. This pose will be saved inside your ‘Bound Poses’ list. 
  4. To play your newly saved pose you can hit ‘Start’ under the Slideshow options, or access it through the UI list menu. 

Removing a pose from a list.

  1. To remove your newly added pose from above, just enter its name in the ‘Remove Pose’ field. 

Alternatively, you can remove/add poses directly by editing the created .json file.
You can also play a single pose by entering its name in the ‘Single Pose’ option. 

 

UI Wheel Page

 

 

 


72850_20190115000702_1.png

 

 

Here you can enter up to 8 pose names. You can quickly access these from the UI wheel menu by pressing the UI wheel menu ‘hotkey’. Entering ‘Reset’ in any of the fields here and then selecting it in the UI wheel menu will reset a currently playing pose on the selected actor.  

 

Factions Page

 

 

 


72850_20190115000807_1.png

 

 

Self explanatory, no? 

 

Skills Page

 

 

 


72850_20190115000828_1.png
 

 

 

Also, self explanatory. 

 

StorageUtil Page



72850_20190312224850_1.png

 

Here you can view and/or change StorageUtil values. This is useful for troubleshooting mods that use the StorageUtil mod. 
 

To change a StorageUtil value.

  1. Select a container (usually an actor) in the ‘Select Actor’ page. 
  2. In the ‘StorageUtil’ page under the ‘StorageUtil Lists’ option, select the type of variable (INT, FLOAT etc.) you wish to modify.
  3. Pick a list/key name from the list. 
  4. In the ‘Set StorageUtil Values’, type your list/key name in the corresponding field (INT, FLOAT etc.) and its value should be displayed to the right. You can modify the value by clicking and selecting the desired value. 

 

Example

If say the POP MCM menu is empty, it could be that the game thinks that the POP MCM is busy. To check and/or fix the problem, 

  1. In SUM MCM select your PC. (Select actor page)
  2. In the ‘Set StorageUtil Values’ under the INT option, type xpopConfigBusy and look at the existing value. In this example, anything other than 0 will indicate that the POP MCM is marked as busy. 
  3. Change the value to 0. 
  4. Save the game. 
  5. Load the save from 4. 
  6. The POP MCM should initialize properly.    

 

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*sigh* I'm drawn apart in my opinion here. :classic_undecided:

 

What I care for is the full POP.

To have that, I needed DDE in the past to handle DDs and now I need also SUM. All this in a situation where slots are precious things :classic_sad:.

And I have the nagging feeling that it is a waste of time to talk you into a (re-)combination of SUM and DDE, because I can clearly see why you created two complementary mods. I would have done the same.

 

Brain-storming-while-typing:
 

Spoiler

 

Since POP is the only mod that cares about the existance of DDE and SUM, a home-brew merge of those is my first idea to get that wasted slot back. The problem is now of course, that all features will be there in the merge, but they will come under a different esp name => dang. :classic_sad::classic_sad:

I guess POP checks with getmodbyname("_hardcoded_name") and probably uses a lot getformfromfile() ? If that could be shifted into something where the player can tell POP the true name (e.g. "my-sunday-morning-merge.esp") it could work.

For reference, Radiant Prostitution has a mechanic like this in place with a simple txt file. Or maybe it could work with the POP.json ? ...

?

 

(need more coffee to overcome my sadness)

 

 

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I completely freaked out for a moment, when I saw SUM mentioned in a post.

 

That damn thing was last updated at 2014! What was Inte thinking?

 

Then I realized that you had created completely another mod, which is also called SUM. ?

 

Okay. Looks interesting. I just started a new game yesterday, but didn't get far. I'll throw this and POP update in, for a restart.

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The System Page, ZAP Poses Page, UI Wheel Page, Factions Page, and Skills Page sections are listed twice in your second post.

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Hi :)

Nice work you have done !!

 

May ai ask a dum question:

Your utility mod works with zap 7 .

 

What about taras zaz 8  and zaz8 plus ?

Some mod's need this. Will this work together ?

 

Thank you :)

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39 minutes ago, hylysi said:

The System Page, ZAP Poses Page, UI Wheel Page, Factions Page, and Skills Page sections are listed twice in your second post.

Fixed. :classic_blush:

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8 minutes ago, Shep67 said:

Hi :)

Nice work you have done !!

 

May ai ask a dum question:

Your utility mod works with zap 7 .

 

What about taras zaz 8  and zaz8 plus ?

Some mod's need this. Will this work together ?

 

Thank you :)

I am using it with ZAP 8. 

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1 hour ago, Morferous said:

I completely freaked out for a moment, when I saw SUM mentioned in a post.

 

That damn thing was last updated at 2014! What was Inte thinking?

 

Then I realized that you had created completely another mod, which is also called SUM. ?

 

Okay. Looks interesting. I just started a new game yesterday, but didn't get far. I'll throw this and POP update in, for a restart.

Had no idea there was another SUM. :classic_happy:

Still, there isn't one here on LL, is there? 

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2 hours ago, worik said:

*sigh* I'm drawn apart in my opinion here. :classic_undecided:

 

What I care for is the full POP.

To have that, I needed DDE in the past to handle DDs and now I need also SUM. All this in a situation where slots are precious things :classic_sad:.

And I have the nagging feeling that it is a waste of time to talk you into a (re-)combination of SUM and DDE, because I can clearly see why you created two complementary mods. I would have done the same.

 

Brain-storming-while-typing:
 

  Reveal hidden contents

(need more coffee to overcome my sadness)

 

 

The loss of 1/253 slots is regrettable, but necessary. When a mod becomes too big it is harder to find bugs. Also maintaining the same animating functions and animation lists across 4 mods was frustrating. This way I make a change in one place and all my mods will react accordingly. 

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2 hours ago, Inte said:

Also maintaining the same animating functions and animation lists across 4 mods was frustrating. This way I make a change in one place and all my mods will react accordingly. 

I understand that from the heart. Such a thing as "a common library" can not be valued high enough. And I am totally with your reasoning on that end.

Still-brainstorming

Spoiler

What's the saddening part for me (as a player) is that in the current form, I can't merge them together SUM+DDE or SUM+DDE+POP, because of the hardcoded way they are set up. At least as far as I understood from the first peek into it. Like in :


;API
iSUmMain Function GetAPI() GLOBAL
	RETURN (Game.GetFormFromFile(0x00000D63, "Skyrim - Utility Mod.esm") AS iSUmMain)
EndFunction

Even the option to merge SUM+DDE into some myUtil.esp would be terribly helpful.

When we achieve that ^, we have reached the paradies!

 

Big BUT: it must still be maintainable for you on a single click, because that was the primary goal!

?

I think, I will come back to you later with one or some proposals what could be done about that.

Right now my thoughts are not coherent enough and spinning in a self-fueling loop. :classic_blink:

...

ehem..  err.. and while we are talking here, you know, there was this guard coming up the road before I hit F5 yesterday... I guess it will take a few days. :classic_blush:

 

 

 

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Dear Inte, i just installed your 3 mods (SUM, DDE, POP) and came into following issue: i can in all 3 mods make no more changes: example DDE Hardcore mode can not be deactivated, POP using arrest through DA can not be deactivated, arresting through POP can not be activated. i can only activate things which are extensions like food, drink, outfits for release and so on. i get all mcm menus. i installed them on a new game. i hope i am understandable. any suggestions whats going wrong?

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Bug Report

 

The debug options reporting toggles aren't working on SUM or DDE. I've not tested POP as I'll stick with the older versions of DDE and POP for now until this settles. It's also a bit fiddly as this is an esm so it took a bit of experimenting to keep the following mods in their same slots. As luck would have it the esp that came after was okay to move to the end of the list without problems, so everything else stayed put.

 

I'm a bit over a 100 hours in this game so try to avoid anything that might upset it this far in.

 

Screenies below

 

Spoiler

ScreenShot238.jpg.86bae10c4cd01b7dc0b1a4853b8a431b.jpg

 

ScreenShot239.jpg.91934a41f04e67881808003146631a5a.jpg

 

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4 hours ago, Inte said:

Had no idea there was another SUM. :classic_happy:

Still, there isn't one here on LL, is there? 

 

Not that I know of.

 

The old SUM was well known and widely used application. It fell out of date, because it was never fixed for subrecord handling issue, which plagued all SkyProc tools. All other tools were fixed, but not SUM.

 

In theory, someone might take a peak of your mods, mistakenly believe that they now require an obsolete tools that can not run USLEEP and move on.

 

Just something to keep in mind.

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1 hour ago, Slorm said:

Bug Report

 

The debug options reporting toggles aren't working on SUM or DDE. I've not tested POP as I'll stick with the older versions of DDE and POP for now until this settles. It's also a bit fiddly as this is an esm so it took a bit of experimenting to keep the following mods in their same slots. As luck would have it the esp that came after was okay to move to the end of the list without problems, so everything else stayed put.

 

I'm a bit over a 100 hours in this game so try to avoid anything that might upset it this far in.

 

Screenies below

 

  Reveal hidden contents

 

Oh, that looks like a big one, don't it? 

I'll take a look right now. 

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2 hours ago, DarkRose said:

Dear Inte, i just installed your 3 mods (SUM, DDE, POP) and came into following issue: i can in all 3 mods make no more changes: example DDE Hardcore mode can not be deactivated, POP using arrest through DA can not be deactivated, arresting through POP can not be activated. i can only activate things which are extensions like food, drink, outfits for release and so on. i get all mcm menus. i installed them on a new game. i hope i am understandable. any suggestions whats going wrong?

Yup, looking into that right now. 

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45 minutes ago, Morferous said:

 

Not that I know of.

 

The old SUM was well known and widely used application. It fell out of date, because it was never fixed for subrecord handling issue, which plagued all SkyProc tools. All other tools were fixed, but not SUM.

 

In theory, someone might take a peak of your mods, mistakenly believe that they now require an obsolete tools that can not run USLEEP and move on.

 

Just something to keep in mind.

How about SUm?

IDK that one looks weird. 

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3 hours ago, worik said:

I understand that from the heart. Such a thing as "a common library" can not be valued high enough. And I am totally with your reasoning on that end.

Still-brainstorming

  Hide contents

What's the saddening part for me (as a player) is that in the current form, I can't merge them together SUM+DDE or SUM+DDE+POP, because of the hardcoded way they are set up. At least as far as I understood from the first peek into it. Like in :



;API
iSUmMain Function GetAPI() GLOBAL
	RETURN (Game.GetFormFromFile(0x00000D63, "Skyrim - Utility Mod.esm") AS iSUmMain)
EndFunction

Even the option to merge SUM+DDE into some myUtil.esp would be terribly helpful.

When we achieve that ^, we have reached the paradies!

 

Big BUT: it must still be maintainable for you on a single click, because that was the primary goal!

?

I think, I will come back to you later with one or some proposals what could be done about that.

Right now my thoughts are not coherent enough and spinning in a self-fueling loop. :classic_blink:

...

ehem..  err.. and while we are talking here, you know, there was this guard coming up the road before I hit F5 yesterday... I guess it will take a few days. :classic_blush:

 

 

 

Actually DDe and POP are only using SUM's scripts right now, so by using that very function you would not need the .esm checked in your load order, you would still need SUM installed tho. 

However I am planning on moving the POPBH to SUM (among many) so that any mod can call them by simply using a mod event and have the PC escorted to some location. So, that will cement SUM.esm as a required master. 

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I do use that convention in the scripts, iSUm. 

 

IUM, yummy. :classic_happy:

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2 hours ago, Slorm said:

Bug Report

 

The debug options reporting toggles aren't working on SUM or DDE. I've not tested POP as I'll stick with the older versions of DDE and POP for now until this settles. It's also a bit fiddly as this is an esm so it took a bit of experimenting to keep the following mods in their same slots. As luck would have it the esp that came after was okay to move to the end of the list without problems, so everything else stayed put.

 

I'm a bit over a 100 hours in this game so try to avoid anything that might upset it this far in.

 

Screenies below

 

  Reveal hidden contents

 

Bug found and squashed. :classic_blush:

Thanks for the bug report. :classic_happy:

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Great start with this mod hated starting a new game and having to spend 30 minutes putting points into my skills every single time since I have Ordinator lol has like 500 new skills to it this mod saves me that extra 30 mintues ty for a great start and mod @Inte

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Hello! I don't know if it's SUM new installation or the new version of POP, but after updating,  the Deviously Enslaved Continued MCM is completely empty and the attempt of a new installation of the same in a clean save is ignored. I have no idea if this can be of any help. Thanks

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