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Boston Devious Helper ALPHA


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Posted
28 minutes ago, Nea_Bessy said:

 

Thank you very much. I checked - everything is working and the music is playing,

But for some reason, my heroine began to put on a strap-on and act in an active role, Is it regulated somehow?

 

My patch wouldn't cause that, all it does is change the way BDH checks for the player.

Posted
35 minutes ago, EgoBallistic said:

 

My patch wouldn't cause that, all it does is change the way BDH checks for the player.

I apologize. This was a misunderstanding that arose after my attempts to switch to AAF 1.1 and which was resolved after reinstalling SEU.

Posted
11 hours ago, EgoBallistic said:

Here's a quick patch I made that will restore the music with AAF 1.0 and up, it just makes the sceneinit handler check for the player in the actor array instead of checking whether the Doppelganger is in use.

Wouldn't that be a better way of doing it anyway?

And would you mind posting the source too?

Posted
24 minutes ago, izzyknows said:

Wouldn't that be a better way of doing it anyway?

 

Well, it's slightly more efficient to check whether the Doppelganger form ID is None or not.  But it was never really intended to be used that way.

 

25 minutes ago, izzyknows said:

And would you mind posting the source too?

 

See attached.  The only difference is in the OnSceneInit handler, instead of

 

        If (akArgs[2] != None)

 

it now does

 

        Actor[] actorList = Utility.VarToVarArray(akArgs[1]) as Actor[]
        If (actorList.find(PlayerActor, 0) > -1)

 

BDH_AnimationLib.7z

  • 1 month later...
Posted

The MCM seems to be faulty.

 

Quote

Az objektumhivatkozás nincs beállítva semmilyen objektumpéldányra.
   a következő helyen: SimpleMcmJsonTranslator.Manager.Json.ConfigJsonManager.JsonContentToGrid(Object obj, List`1 contents)
   a következő helyen: SimpleMcmJsonTranslator.Manager.Json.ConfigJsonManager.JsonToObj(Object obj, ConfigJson jsonData)
   a következő helyen: SimpleMcmJsonTranslator.Manager.Json.ConfigJsonManager.LoadToDataGrid(TreeGridViewWrapper treeGridView)
   a következő helyen: SimpleMcmJsonTranslator.SimpleMcmTranslator.LoadOriginalFile(String filePath)
   a következő helyen: SimpleMcmJsonTranslator.SimpleMcmTranslator.SmiLoadOriginal_Click(Object sender, EventArgs e)
   a következő helyen: System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   a következő helyen: System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   a következő helyen: System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   a következő helyen: System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   a következő helyen: System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   a következő helyen: System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   a következő helyen: System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   a következő helyen: System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   a következő helyen: System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   a következő helyen: System.Windows.Forms.Control.WndProc(Message& m)
   a következő helyen: System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   a következő helyen: System.Windows.Forms.ToolStrip.WndProc(Message& m)
   a következő helyen: System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   a következő helyen: System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   a következő helyen: System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   a következő helyen: System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

 

Posted
8 hours ago, alima309 said:

uninstall the mod causes bugs.

 

uncheck the BDH , enter the game will be fine.

but once trying to save the game, the game would crush.

It's what is called user error.

Because you don't uninstall a scripted mod mid play through.

Lesson learned for today! ;)

 

 

Posted
4 hours ago, izzyknows said:

It's what is called user error.

Because you don't uninstall a scripted mod mid play through.

Lesson learned for today! ;)

 

 

 

 

is there a way to unstall a mod in mid-way playthrough safely?

Posted (edited)
1 hour ago, alima309 said:

 

 

is there a way to unstall a mod in mid-way playthrough safely?

Not without a very high change of totally breaking the save. Some mods can be removed mid run, but as a rule, if it includes scripts, leave it until that run is over.

this is because some scripts are baked into a save, then when that script tries to run it's missing the critical mod info to make it work and thus porks the save.

 

BDH has a toggle, just use it to turn it off.

And you need to enable it, then roll back to a save before you disabled it.

Edited by izzyknows
Posted

If anyone has a a source code of BDH I appreciate if you share it. I love this mod but its kind of old and i wanted to make some adjustments, e.g. add SAKR support and few other things.

Posted (edited)
19 hours ago, csacskamacska said:

Thank you, do you know if code changes were made between 3.19 and 3.21?

 

I checked and it looks like 3.21 has some additional changes, 11 scripts. If I am to pick this up it will be necessary to have those too. But thank you even if you don't have them

Edited by awesomeSPAS
Posted
3 hours ago, awesomeSPAS said:

Thank you, do you know if code changes were made between 3.19 and 3.21?

 

I checked and it looks like 3.21 has some additional changes, 11 scripts. If I am to pick this up it will be necessary to have those too. But thank you even if you don't have them

19 was the last source. I've looked through and that's all I have.

Since you can code would Champollion be of any help?

Posted
8 hours ago, csacskamacska said:

Can someone fix the MCM file!? The dictionary needs its functionality....

You have a translation mod issue. That's your root issue, not this mod.

Posted
1 hour ago, yotsubashii said:

Missing Masters: ArmorKeywords.esm. I already have SAKR, so how to fix this issue?

Well normally you'd install AWKCR.

Or, you can overwrite the current Boston Devious Helper.esp with that attached, it removes the AWKCR master.

Boston Devious HelperNo_AWKCR.7z

Posted
2 hours ago, yotsubashii said:

I just thought I wouldn't need AWKCR since I already have SAKR, thanks a lot anyways

Masters are masters. They can't be swapped for something else as the other mod doesn't contain the information needed.

Kinda like trying to use a cookbook to build a jet engine. ;)

 

Posted

hey everybody

 

I see quite a lot of updates and patches being posted here, I'm a little confused as to which one I should use for best compatibility with ng. any tips would be appreciated as I'd love to try it out. thx.

Posted (edited)
52 minutes ago, sickisick123 said:

hey everybody

 

I see quite a lot of updates and patches being posted here, I'm a little confused as to which one I should use for best compatibility with ng. any tips would be appreciated as I'd love to try it out. thx.

It might work with the NG version... or downgrade and don't worry about it. LOL

For NG you will need the patch I posted above that removes the AWKCR master. Just scroll up a bit.

Oh, and if you use F4z Roh Doh you only need the Bimbo Collar voice file. The rest are just silent place holders.

Edited by izzyknows
Posted
58 minutes ago, izzyknows said:

It might work with the NG version... or downgrade and don't worry about it. LOL

For NG you will need the patch I posted above that removes the AWKCR master. Just scroll up a bit.

Oh, and if you use F4z Roh Doh you only need the Bimbo Collar voice file. The rest are just silent place holders.

 

cool, thanks man!

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