Pudpud007 Posted May 14, 2022 Posted May 14, 2022 Does this applies to NPCs too? I've never played as a female character, and never will. But i would love to see the effects on them.
Rogwar002 Posted May 26, 2022 Author Posted May 26, 2022 On 5/14/2022 at 12:50 PM, Pudpud007 said: Does this applies to NPCs too? I've never played as a female character, and never will. But i would love to see the effects on them. No. Never made that happen.
Krynn Posted May 29, 2022 Posted May 29, 2022 Can it be that after the last small update, so that with the feet after a certain time the tempo can no longer be adjusted when running? So no matter which slider I operate in the MCM menu, my character runs with the shoes always the same speed. Or (I have SexLab Inflation Framework installed) can it have something to do with it?
Rogwar002 Posted May 29, 2022 Author Posted May 29, 2022 Spoiler 5 hours ago, Krynn said: Can it be that after the last small update, so that with the feet after a certain time the tempo can no longer be adjusted when running? So no matter which slider I operate in the MCM menu, my character runs with the shoes always the same speed. Or (I have SexLab Inflation Framework installed) can it have something to do with it? Â Â I'm not sure if I get you correct, but will try to answer anyway. My code is asking if there is a speed alteration done using a modify script. Think of it as a number in percent. If there is no modifcation you can walk, run and sneak with 100% effiency. If a spell or condition is causing you to be slower it will modify this 100% to his liking. It will always use the 100% as a foundation. 100% - 53% = 47% effiency. 100% - 75% = 25% effiency. No mod of Skyrim should ever touch the foundation of 100% speedmultiplicator. Â There are mods out there (and I despice them), which are not using the function of modifying this 100% but to change the foundation setting of 100%. I don't know them all. But this mods will brick your speed in so many stupid ways. DD and the mods around DD will use the modification of the speemultiplicator. SLIF cannot prevent idiotic coded mods and it cannot circumvent a bad speedmult. Â Maybe this will help: Save your current game. If you are in game cancel ALL speed influencing modifications of your mods. If you are using Better Vampires: switch off the speed increase. Using DBA: Switch off the speed alteration. DD: switch it off. etc. If you are done and you're really sure you are done, save again. Now open your console and highlight your character. Lookup your values. Use the shift key to highlight them and look for your SpeedMult value. It should be 100. If all speed modifying mods are suspended, it should be 100. If not use the console by typing 'player.set av speedmult 100'. This should revert the character speed to normal. Hint: If your speedmult was not 100 after suspending all speed influencing mods, you have one in your load order with very bad script habits. A mod should never touch the foundation other mods are relying on. Never. Just don't. Think about an energy eliminating gravity.... *insert gif with people falling into space* Why saving your game: I don't know your mod list. Some mods are bitchy. Once suspended they might not work or behave good again and my tip should not brick your save. 1
Krynn Posted May 29, 2022 Posted May 29, 2022 22 minutes ago, Rogwar002 said:  Reveal hidden contents   I'm not sure if I get you correct, but will try to answer anyway. My code is asking if there is a speed alteration done using a modify script. Think of it as a number in percent. If there is no modifcation you can walk, run and sneak with 100% effiency. If a spell or condition is causing you to be slower it will modify this 100% to his liking. It will always use the 100% as a foundation. 100% - 53% = 47% effiency. 100% - 75% = 25% effiency. No mod of Skyrim should ever touch the foundation of 100% speedmultiplicator.  There are mods out there (and I despice them), which are not using the function of modifying this 100% but to change the foundation setting of 100%. I don't know them all. But this mods will brick your speed in so many stupid ways. DD and the mods around DD will use the modification of the speemultiplicator. SLIF cannot prevent idiotic coded mods and it cannot circumvent a bad speedmult.  Maybe this will help: Save your current game. If you are in game cancel ALL speed influencing modifications of your mods. If you are using Better Vampires: switch off the speed increase. Using DBA: Switch off the speed alteration. DD: switch it off. etc. If you are done and you're really sure you are done, save again. Now open your console and highlight your character. Lookup your values. Use the shift key to highlight them and look for your SpeedMult value. It should be 100. If all speed modifying mods are suspended, it should be 100. If not use the console by typing 'player.set av speedmult 100'. This should revert the character speed to normal. Hint: If your speedmult was not 100 after suspending all speed influencing mods, you have one in your load order with very bad script habits. A mod should never touch the foundation other mods are relying on. Never. Just don't. Think about an energy eliminating gravity.... *insert gif with people falling into space* Why saving your game: I don't know your mod list. Some mods are bitchy. Once suspended they might not work or behave good again and my tip should not brick your save.  Thank you for the very detailed explanation! No, so it has always worked otherwise, I have no other mods that affect the walking speed. In Devious Devices itself I think there is a function that affects this when you wear boots, but that was never the problem. I have now re-uploaded 1.4, why the problem appeared I don't know. Anyway, thanks again! Â
MysticDaedra Posted June 1, 2022 Posted June 1, 2022 I see that DBA is currently listed as not being compatible with SE. Has anyone attempted to use DBA with SE/AE, with the SE versions of the required mods?
Krashark Posted June 1, 2022 Posted June 1, 2022 1 hour ago, MysticDaedra said: I see that DBA is currently listed as not being compatible with SE. Has anyone attempted to use DBA with SE/AE, with the SE versions of the required mods? I use it with SE normally. However, there's a bug when used with Sexlab Survival's Minimum AV Toggle feature: After some time wearing devious boots, the character sometimes start moving at lightspeed in game, traversing the entire Skyrim map in a fraction of second, potentially causing CTD. During these situations, using console command player.getav speedmult sometimes returned values over 50k (default in-game is 100), and even negative values. Thus, I disabled Minimum AV from SLS.
ebbluminous Posted June 11, 2022 Posted June 11, 2022 On 6/2/2022 at 12:53 AM, Vaccinated Alligator said: I use it with SE normally. However, there's a bug when used with Sexlab Survival's Minimum AV Toggle feature: After some time wearing devious boots, the character sometimes start moving at lightspeed in game, traversing the entire Skyrim map in a fraction of second, potentially causing CTD. During these situations, using console command player.getav speedmult sometimes returned values over 50k (default in-game is 100), and even negative values. Thus, I disabled Minimum AV from SLS. Sounds liek someone needs to make a Flash suit for Skyrim...
Wow132666 Posted June 12, 2022 Posted June 12, 2022 (edited) Does this mod make it so alterations go away over time? Edit: Nevermind, tested it and it seems like it does Edited June 12, 2022 by Wow132666
tookachinchilla Posted August 16, 2022 Posted August 16, 2022 Not sure if I should ask this here or in SLIF support, but when using this with SLIF (Skyrim AE version), there is no change to the neck length - one of my favorite things about DBA -Â even at max alteration. The other affected body parts are fine. Any idea why this would be or how to fix it?
Rogwar002 Posted August 17, 2022 Author Posted August 17, 2022 No not really. I don't know AE Version. I never had a single look at it. Therefore I don't know the bone name of the neck. If it is working without SLIF, my mod is doing the job just fine. If not, it is probably a different name for the neck bone. If you disable SLIF support in DBA and disable the SLIF neck check, my mod will bypass the SLIF script and work on the neck using the skeleton mod itself. Just have a look which of the two mods does not work as intened. If someone does want to make an AE version of DBA, just do it. I didn't write a single line of Skyrim code in the last 3-6 month. Maybe I'll have a comeback with DD 5.2... but don't count on it. 1
chevalierx Posted October 22, 2022 Posted October 22, 2022 On 8/17/2022 at 5:18 PM, Rogwar002 said: No not really. I don't know AE Version. I never had a single look at it. Therefore I don't know the bone name of the neck. If it is working without SLIF, my mod is doing the job just fine. If not, it is probably a different name for the neck bone. If you disable SLIF support in DBA and disable the SLIF neck check, my mod will bypass the SLIF script and work on the neck using the skeleton mod itself. Just have a look which of the two mods does not work as intened. If someone does want to make an AE version of DBA, just do it. I didn't write a single line of Skyrim code in the last 3-6 month. Maybe I'll have a comeback with DD 5.2... but don't count on it.  could make change read from json like soulgem oven it willl help byspass body type  also we are limited on change , sometime even it at 0 but you got part affected by script
Tesla_reloaded Posted November 17, 2022 Posted November 17, 2022 (edited) For some reason this mod treats Elven Light Boots from vanilla game with BD's Armor and Clothes Replacer - CBBE 3BA (3BBB) mod as a Devious Device and applies speed reduction while wearing them. Edited November 17, 2022 by Tesla_reloaded
Rogwar002 Posted November 19, 2022 Author Posted November 19, 2022 On 11/17/2022 at 10:49 PM, Tesla_reloaded said: For some reason this mod treats Elven Light Boots from vanilla game with BD's Armor and Clothes Replacer - CBBE 3BA (3BBB) mod as a Devious Device and applies speed reduction while wearing them. Devious, hu? That's because the height is changed in the mesh. The boot is treated like a high heel boot. In simple words: My mod does recognize changes in a mesh. That's because how heels are implemented. To prevent the boots from hovering above the ground, the mesh has its anchor right below the ground level, resulting in a negative height. My mod simply is looking for those changes and treating a high heeled boot like it should. You choose to make a female armor with a heel? Than suffer and prepare for pain
ebbluminous Posted April 5, 2023 Posted April 5, 2023 1 hour ago, ookeee said: Hi. is there a SE version? Not aware of one for the latest version 1
Straze Posted April 24, 2023 Posted April 24, 2023 (edited) On 4/5/2023 at 5:37 PM, ookeee said: Hi. is there a SE version? I've been using it on SE without any issues. Seems to work fine, I just need to figure out how to increase the maximum body scales when using SLIF. Due to the body preset I use, the maximum change to breasts could be a bit bigger. SLIF Values seem to max out at 1, when I want to increase it for more noticeable changes. Don't know how yet. Edited April 24, 2023 by Straze 1
tookachinchilla Posted May 1, 2023 Posted May 1, 2023 I'm on SE/AE and tried recompiling the scripts (with some personal edits) with CC but it doesn't work - is that because the scripts are for LE?
Vaala Posted September 25, 2023 Posted September 25, 2023 On 5/1/2023 at 10:11 PM, tookachinchilla said: I'm on SE/AE and tried recompiling the scripts (with some personal edits) with CC but it doesn't work - is that because the scripts are for LE? works just fine on SE for me... 1.5.97
Zaflis Posted December 18, 2023 Posted December 18, 2023 On SE 1.5.97, i have some reason to suspect the milkmod and this mod breast scaling is causing some unwanted script fighting. One or both of the mods are forgetting what the baseline is and scale out of proportions. I don't believe i have other mods for that scaling. 1
Ya_tolko_skachat Posted March 21, 2024 Posted March 21, 2024 Skyrim SE 1.5.97 This mod's movement speed adjustment has some major flaws that's for shure. Whenever it's on it tries to force movement speed to whatever value it wants and breaks it entirely. It may result in character being overly quick, extremely slow or just having speedmult stuck to 0. At least if you has some other speed modifying mods installed, Sexlab Survival and Sexlab Disparity in my case. Haven't tested with DD's restrictive boots slow down effect tho.
Rogwar002 Posted March 22, 2024 Author Posted March 22, 2024 <0 is not possible from my mod as is more than 100, because I catch the values below 0 and above 100 with an if than clause. If a speedmult limit is set in DBA I am pretty confident, it will never go below that. I never used those two mentioned mods, but would like to guess the same is not true for one of them, allowing Skyrim speedmult to fail. Some mods use other (stupid) ways to control the walking speed. I have adapted a nice idea to update the speedmult every cycle. If there are issues with walking speed just disable all influencing mods and start looking for the real trigger mod. If it is DBA, just disable the walking speed modification in the first page. Â DD and DBA are using the same way of modifying the speedmult. They will work together. Whichever mod, DBA or DD, has the greater modifying value will win.
Ya_tolko_skachat Posted March 23, 2024 Posted March 23, 2024 Allright, sorry, i really should take back my words about major flaws since it's kinda rude and i dont know shit in coding in itself and more over in skyrim so it isnt really my place to say. So i'm sorry for insulting ur work. Also u're making LE mod and i've stated i'm using it in SE which is not an officially supported platform. And yes, ofcourse i did what you suggested and left speed modification entirely on shoulders of Disparity after discovering all this since it's kinda more built for it.  And i've just tested it out again just to make shure. Before enabling any of 3 foremetioned mods my speed mult was 100 and both limits were set to 2 and 100 in DBA. Enabling ONLY DBA's speed mult control i open console and it gave me -96 at first which felt like normal speed. I suppose negative speedmult in SE is the same as positive. After closing console, running around and opening it up again i've got 2, lowest value set in limiter. Previously with both mods active i had fluctuations instead, so after loading a save for example i would get speed around 200 and then it would drop into something low, but looking back it was actually 25 i suppose, default lower limit. Walking around looks nice but running looks like you're standing on a threadmill. Again, experiment was set on runnning save, i've double checked that nothing was influencing my speed mult before turning your mod on and it's still resulted in this. And i can't say for shure if there's nothing else that could break this mechanic in my mod list since i have an MCM of around 60 mods and 250 plugins in my load order, yet there's nothing overwriting DBA's files.  Anyway i must thank you for making a toggle for speed control since i still can use ur mod without a part that's bugged for me.  Again, Skyrim SE 1.5.97 Â
Rogwar002 Posted March 24, 2024 Author Posted March 24, 2024 (edited) 14 hours ago, Ya_tolko_skachat said: So i'm sorry for insulting ur work. You clearly did not. No offense taken. Anyway: Thank you. I was just trying to help. Of course the scripts modifying speedmult must catch up each other. If there is no check (if than clause) some mods can and will calculate weird numbers. Common mistake in making Skyrim scripts (and in coding in general). If you want something to happen or not to happen with a minimum or maximum in mind, make sure to set those limits. Many mods just don't do that.  Some words to Skyrim SE: The coding is almost the same. The loop from DBA modifying values in game will just work as in LE with only few not game breaking failures, because of node names. The average user will not even see these errors.  Explanation if your are interested. Think about real life: If you want to wake till 7am you have to make sure you cannot oversleep. How do you do that? You set the limit in your alarm to 7am. Even if you do not wake up at 6:59am,your alarm will wake you at 7am. If, than. If you are not awake after 6:59am, than ring the alarm at 7:00am. Same for speedmult: If the modified value goes below 0, than set speedmult to 0. Minus 96 or 200 should not appear if the mod author did a good job, which he/she clearly did not, because he ort she did not modify the speedmult but change it, what is never a good idea. Just read my DBA script snip like you would read a text for a math test If there is an "!" before an "=" it will negate the equal. int value != 10 does translate to integer value unequal to 10 (no comma allowed; 10.01 would be a float value ).  if status > MCMValue.maxspeedmult ; to prevent the speed from getting higher and higher status = MCMValue.maxspeedmult ;just the value from the first MCM page elseif status < MCMValue.minspeedmult ; to prevent the character from getting stuck status = MCMValue.minspeedmult ; just the minimum value from the first MCM page endif if currentspeedmult as int != status as int ; next update (timer set in the MCM) catch bug to prevent speed going above 100 speedmod = MCMValue.maxspeedmult - status - speedmodother ;status is DBA and speedmodother all other mods modifying this value if speedmod < 0 speedmod = 0 endif dba_Player.restoreActorValue("SpeedMult", currentspeedmod as int) dba_Player.damageActorValue("SpeedMult",speedmod as int) dba_Player.damageActorValue("Carryweight", 0.02) ; this will act as a ping to the game to change the speed dba_Player.restoreActorValue("Carryweight", 0.02) endif As you can see, the speed can become lower than the MCM limit, but only if other mods go below these limits and never below zero. It is impossible to get higher than the set value in the MCM. But this is only true, when other mods modify (with emphasis on the word modify as in mod because we are modders) the speedmult. If they just set the value, changing the Skyrim original value (you never should do that with a mod, because we are modders), it will become worse with every cycle those mods do. This is what is happening in your game. Obivously Disparity is setting the original speedmult value using an effect (let's assume reduce 15) and not modifying it, meaning it is the boss of the speedmult value before all others, even Skyrim.esm. The alarm example: Your spouse or your parents (Disparity) think it is a good idea to wake you up 15 minutes before your set alarm (DBA), even if you do not want or need to. You cannot disable this wakeup call. Every morning they rush into your room and wake you up. You set the alarm to 6:45am, they rush into your room 6:30am. You set your alarm to 6:30am, they rush in at 6:15am... The set value is -15. It doesn't matter what others have in mind. -15 is, what is true. Nothing else. In my opinion this is ruthless Edited March 24, 2024 by Rogwar002
ebbluminous Posted March 24, 2024 Posted March 24, 2024 1 hour ago, Rogwar002 said: The alarm example: Your spouse or your parents (Disparity) think it is a good idea to wake you up 15 minutes before your set alarm (DBA), even if you do not want or need to. You cannot disable this wakeup call. Every morning they rush into your room and wake you up. You set the alarm to 6:45am, they rush into your room 6:30am. You set your alarm to 6:30am, they rush in at 6:15am... The set value is -15. It doesn't matter what others have in mind. -15 is, what is true. Nothing else. In my opinion this is ruthless I solved this particular example. I moved out 3
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