LongDukDong Posted February 27, 2020 Posted February 27, 2020 Tamago Topic - The Dukky Edition View File Tamago Topic The Dukky Edition New Revision Version 2.5 A totally revised version of the original from 2011-2012 which Hakumen Oshite Mairu stripped out of his TamagoClub package, this mod allows you to ask NPC characters about their Menstrual Cycle or how pregnant they are. Not something you really go around asking people in real life. But this is the world of Nirn, and if you have a high enough disposition with any character, they can confess how well they are doing and if they are pregnant. Otherwise, be prepared to be yelled at for asking such a stupid and insensitive question. Normally, I would post a link to the original version, but no actual topic exclusive for TamagoTopic exists... FEATURES: Can ask an NPC about their menstrual state No longer dependent on TamagoClub as a master - But still required for actual use Returned dialog can change based on Shivering Isles events Returned dialog can change based on NPC's Race (Currently only Khajiit-Styled dialog options have been added) Returned dialog can change based on NPC's Faction (currently no dialog options have been added) Returned dialog can change by Maternal Instincts (Option - requires TamagoClub 1.15 rev 4.32) Returned dialog can change if had children before (Option - requires HiyokoClub) Returned dialog can change by the NPC's Slave state (Option - requires LAPF and LoversSlaveTrader) Returned dialog can change by gender preference (Option - requires Lovers Genderbender) VARIATIONS ON A THEME: That sounds like a lot of options, doesn't it? If you discount the dialog that an NPC uses to chastise you after asking her about her cycle, the original version of TamagoTopic had merely a couple dozen responses. This was not really expansive nor recognized the character's history with the player. Likewise, it didn't take into account the NPC character's racial speech patterns or tendencies. The new version of TamagoTopic was expanded greatly to cover that and more. Based on the initial dialog options from the original, a multitude of variations were created based on character speech patterns, inclinations towards their sexual preferences, changes based on a maternal or biological clock, honorifics towards the player and the player's gender. All of this has been combined with the near-dozen menstrual states built into the TamagoClub and TamagoTopic system. In fact, what was once a few dozen lines has grown into over 2000 entries, modified to suit each of the above conditions. And this may yet be expanded to include more! NO MORE DEPENDENCIES: Another difference.... The mod is no longer dependent on the TamagoClub master to run. The only actual mod it is dependent upon is Oblivion itself. Initially, if you wish to run a mod that has a master file, that master file must be loaded. Running a game and not having the master file in your game will merely exit the game without any word or warning. However, this isn't helpful because you may be confused as to why the game merely exited. Now, TamagoTopic checks whether or not you have the TamagoClub master file loaded and brings up a message to inform you about that crucial detail. TamagoTopic will not run without the master file, but it will not abruptly exit without warning either. OPTIONAL MODS: TamagoClub v 1.15 rev 4.32 Obviously, TamagoClub is a necessary mod, but it works entertainingly well with the latest version of TamagoClub which now includes a Maternal instinct flag for the NPCs. If they have a stronger maternal instinct, their dialog may actually favor having children while other NPC may not be so inclined. This is part of a dialog change as the original TamagoTopic randomized the returned dialog for both happy and sad states for any NPC. HiyokoClub Usually accompanying the TamagoClub master, the HiyokoClub system is meant to generate those children which have actually been borne. But for the new version of TamagoTopic, it is also useful to determine if the recently borne child is also the child of the Player. This allowed for the creation of dialog where the NPC can tell the player that their child was borne safely rather than just her child. Likewise, a similar option was built into dialog if the child was stillborn. LOVERS WITH PK and LOVERS SLAVE TRADER Lovers with PK is certainly a required and necessary mod. But in addition to this, both it and Lovers Slave Trader deal with conditions where an NPC has been designated a Slave. TamagoTopic recognizes this and will render dialog suitable for an enslaved NPC when speaking to its Master or Mistress. DLC - THE SHIVERING ISLES What can be said about this insane piece of work? If sufficiently beaten, denizens of the Isles may no longer treat you as a regular character, but one of a higher nobility... or more. With that, the way they speak to you may also be different. And what is with the MadGod himself? Things may get very odd indeed. LOVERS GENDERBENDER A very strange mod that can allow the user to change an NPC's sex by way of magic, this mod also adds options for a character's gender preferences. As such, an NPC changed into another gender may respond favorably to the change, or become disgusted with their new form. And likewise, the dialog they give when asked may reflect their inherit nature. RESET?: If you have to reset the mod, and have all your game variables be expunged and refreshed, use the following console command: set a3tt.doonce to 0 THE ORIGINAL MOD: For archival purposes, the download also contains a zip file which has an OMOD of the original 2012 TamagoTopic mod. You cannot run both versions together. The OMOD 2012 version is only present for safekeeping and historical reasons. REQUIRES: Lovers with PK TamagoClub RECOMMENDED: TamagoClub v 1.15 rev 4.32 FOR MORE INFORMATION, PLEASE READ THE README Submitter LongDukDong Submitted 02/27/2020 Category Dialog Sex Requires 3
LongDukDong Posted February 28, 2020 Author Posted February 28, 2020 Q & A and Stuff... Q: How many lines are in here?A: Over 2200. Q: What? Why so many? You only had a dozen or so replies in the originalA: Blame Bethesda! Hehe. The dialog system is rigid. I cannot make one of dialog line and substitute a phrase within. Each individual response had to have its own line. And there are MANY variations. Q: What do you mean by variations. A: Is the NPC talking to a man or woman? Were you bestowed with a title like My Lord, Your Grace or Master/Mistress? Is the NPC interested in having children or not keen on giving birth? And did the NPC find itself in the unusual situation of having its gender changed? Of those alone, there are 100 variations, and then there's more like if the NPC had children before, whether you're the father of her last child, or the father of the baby in her belly. Q: Did your fingers get tired from all this typing?A: Yes. Moving along..... Q: Do you have plans on any further work on this mod? A: Yes, but only if someone sends me suggestions on racial dialog, situations which may happen, or other eventualities. Q: DId you say... "its gender changed" ? A: Yes. The new version is compatible with my Genderbender mod. Previously, you'd need a patch I made to account for some... oddities. Now it's no longer needed. Q: Do I need to use TamagoClub with this?A: Well, I removed TamagoClub as a dependency so it won't crash if you forget to activate it. But yeah, otherwise you won't get any dialog. Q: I'm using TamagoSetbody. Do I need this too?A: Well, .... That works fine to 'visually' show you characters with big bellies... assuming you have compatible maternity wear that is. If you don't have suitable maternity wear, you won't see that belly under all those clothes. Besides, this gets you information on if they're about to ovulate or have their period. 1
LongDukDong Posted March 1, 2020 Author Posted March 1, 2020 February 28th was... BUMPERS.... to Version 2.1 It's nothing major and nothing that will really affect anything gamewise... unless you were cheating. Some of the inventory 'flags' used in the mod were still set to 'playable' and as such, you could see them in your NPC's inventory. So now, the latest version merely corrects this issue and hides all the flags. Sorry about that. OH, and I am open to ideas to expand the dialog, racial dialog style or whatever.... * * * * * Today, we... BUMP to Version 2.2 This version has a newly redesigned HONORIFIC system. Initially, the system used different flags to determine which type of greeting you received, whether it was My Lord, Your Grace, Master, or no greeting at all. Now, I use a single flag to control this. The original flags that covered the previous system, including the built-in Enslavement Status Test flag are still there, but are now unused in the actual NPC responses. Some of the topics ran tests to see if an NPC was a Golden Saint, a Dark Seducer and/or a Dremora. That meant that a single response needed to perform up to three tests, which does fill the conditions window. The conditions window is filled enough as it is. But I decided to create a DaedraGroup test flag. This way, I used a single flag to take the place of two to three races at a time. There is no physical change in how the INI system works. And in that, you still have the ability to enter RACES for different dialog styles. In version 2.1, you were abile to only add races that use the same khajiit-like third person feline speech. However, version 2.2 may now let you define races that use the same highly-proper (if not volatile) speech pattern of the Saints, Seducers and vanilla Dremora from above. The ini file accompanying the new version has an entry of just "Saint,Seducer,Drem". So any new custom races mimicking the Saints and Seducers will obviously use this dialog style. There were errors when dealing with the detection of the MAD GOD himself, let alone the Saints and Seducers. This, now fixed. And with that, I also found that one of the lines of dialog was... blank. Text wasn't actually missing. It just wasn't intended to be there in the first place. And that's it * * * * * I am open to suggestions as to additional dialog, whether new lines to supplement the already existing responses, or new speech patterns for races not currently considered within the mod. As an example, if anyone has Argonian dialog, send it my way. If you have thoughts of dialog that a TangMo from Akavir may suggest, hit me with a PM or gimme a post it within a Spoiler. And if you think some mod may demand some new Honorific, send me word. Until then, I guess this is done.... for now.
LongDukDong Posted March 5, 2020 Author Posted March 5, 2020 Oops. Time to BUMP up to Version 2.3 There's no need to panic. There's no structural changes or additions/removal of flags or content. Merely some scriptwork and dialog changes. The Racial ID system had a minor flaw, one which prevented it to operate in a heirarchal manner. The first heading within the INI allows for races with names akin to Khajiit, Tabaxi or Cat to use the Khajiit-like dialog. The moment any race is detected with these within their names, the dialog is set. 'Tis unfortunate, because if I so chose to make a set of dialog for "Skyrim Khajiit", it would not be reached. This assuming there is some dialog differences like if a Skyrim Khajiit speaks like it's a Nord or something. The second fix was a rework of the GenderBender adaption system that determines if a character appreciates or hates its form after having its gender changed. Not truly a fix... but more of a better restructuring of the script. The third was merely some lines of dialog from the topic itself. You have to love writing for oddball characters. * * * * * I am open to suggestions as to additional dialog, whether new lines to supplement the already existing responses, or new speech patterns for races not currently considered within the mod. As an example, if anyone has Argonian dialog, send it my way. If you have thoughts of dialog that a TangMo from Akavir may suggest, hit me with a PM or gimme a post it within a Spoiler. And if you think some mod may demand some new Honorific, send me word. Until then, I guess this is done.... for now.
Sladen2019 Posted March 21, 2020 Posted March 21, 2020 Nice to see this and the other Tamago mods get fresh updates. I just updated this one to your latest version from the non Dukky version and I am getting a very very spammy error in my messagelog.txt. Its "2020/03/21 00:02:11 [0050742D] [WARNING] AddItem in script 'a3ttqTestSlave' failed to generate an item." Maybe a problem baked into my save ?
LongDukDong Posted March 22, 2020 Author Posted March 22, 2020 20 hours ago, Sladen2019 said: AddItem in script 'a3ttqTestSlave' failed to generate an item." There are only six 'AddItem' (well, AddItemNS) commands within the a3ttqTestSlave, all four calling for the same, all calling for the same ONE item. However, I think I know the statement in question: rTarget.AddItemNS xTTopicEnslavement 0 ... the '0' in the statement. Had to be, because xTTopicEnslavement is the countable slave flag. So I eliminated that line and BUMPED to version 2.4 So NOW that spammy error message should be gone. And now for a hint..... On 2/28/2020 at 1:43 AM, LongDukDong said: Q: Do you have plans on any further work on this mod? A: Yes, but only if someone sends me suggestions on racial dialog, situations which may happen, or other eventualities.
Sladen2019 Posted March 22, 2020 Posted March 22, 2020 Installed and tested. The error is still very much prsent. MessageLog.txt
LongDukDong Posted March 22, 2020 Author Posted March 22, 2020 Then I think it must be from a saved game. The only item added in the 'a3ttqTestSlave' is the singular xTTopicEnslavement item, a clothing item I use for a flag to determine if your NPC is a slave or not. Even if you don't have the LST mod, it would still run to see if you have any Lovers with PK 'slave' state flags.
Sladen2019 Posted March 22, 2020 Posted March 22, 2020 I'll try making a clean save and then enabling it again.
Sladen2019 Posted March 22, 2020 Posted March 22, 2020 The clean save did not help. I also tried making a new character and the error was there also.
LongDukDong Posted March 23, 2020 Author Posted March 23, 2020 Then I really have no idea. UNLESS your mod order isn't arranged properly. In general, the ESMs (the Masters) are Oblivion.esm Beautiful Peopl2 2ch-Ed.esm (Well, for me anyway) x117race.em (ditto) Lovers with PK.esm TamagoClub.esm HiyokoClub.esm LoversCreature.esm And the ESPs of note.... ... ... ... TamagoPlayerHudkii.esp LoversTamagoClub.esp LoversHiyokoShooter.esp LoversEncounter.esp (I like it so... hehe) HiyokoQuestTarget.esp (to find all those brats) TamagoTopic.esp TamagoConfide.esp TamagoNews.esp HiyokoGenetics.esp HiyokoGenerator.esp HiyokoGeneratorBroodMother.esp (WOOF WOOF) ... ... ( A few others like TamagoSetbody, Future Dream, RaperS..) ... Lovers With PK.esp ... ... I'm not getting that error, so I'm hoping it's a case of mod order. I mean, the error message makes no sense that it cannot generate an item which it specific for that particular mod. And if it isn't the item itself but the actor, it makes no sense that it runs a check to make sure the rTarget reference is a valid actor in the first place.
Sladen2019 Posted March 23, 2020 Posted March 23, 2020 Hmm My esm order is as yours, for the mods that I use. In esps, Boss has put Tamago Topic.esp before LoversTamagoClub.esp. I will try with Tamago Topic after LoversTamagoClub like you posted and try. Spoiler 00 Oblivion.esm 01 Better Cities Resources.esm [Version 6.0.10] 02 Lovers with PK.esm 03 TamagoClub.esm 04 HiyokoClub.esm 05 LoversCreature.esm [Version 2.5] 06 SettlementsOfCyrodiil.esm [Version 1.3] 07 Unofficial Oblivion Patch.esp [Version 3.5.6] ++ Oblivion Citadel Door Fix.esp 08 DLCShiveringIsles.esp 09 Unofficial Shivering Isles Patch.esp [Version 1.5.9] 0A Better Cities .esp [Version 6.0.10] 0B CoO1.esp 0C Travelers of Cyrodiil.esp 0D OblivionReloaded.esp 0E DLCHorseArmor.esp 0F DLCOrrery.esp ** DLCOrrery Vwalk.esp 10 DLCVileLair.esp 11 DLCMehrunesRazor.esp ** DLCMehrunesRazor Vwalk.esp 12 DLCSpellTomes.esp ** EVE_StockEquipmentReplacer.esp 13 VipCxj_HighHeels.esp 14 BisSP_RHH_2.esp 15 DLCThievesDen.esp ** DLCThievesDen Vwalk.esp 16 Orden des Drachen.esp [Version 2016] ++ ODD Map Icon Markers FastTravel.esp 17 Imperial Furniture Renovated.esp 18 AltVillageStart.esp 19 Dalls_Castle.esp 1A DibellasWatch.esp 1B DibellasWatchAdditions.esp 1C EM_RedRoseManor.esp [Version 2.0] 1D Kvatch Rebuilt.esp [Version 3.0RC1] 1E OldCrowInn.esp [Version 6.0.10] 1F Passwall Adventurers Club.esp 20 Pellanodiil Village.esp 21 ardah.esp 22 SoulGoddness.esp 23 Stonehill Castle - Kvatch.esp 24 Temius Castle.esp 25 Timberville.esp 26 TR_Stirk.esp 27 Trashdog's SPB Heavy AB Shop.esp 28 VHBloodlines 1.2.esp [Version 1.5.6] ** VHBloodlines 1.2 Vwalk.esp 29 Wolfdol Castle Alessia.esp 2A DLCBattlehornCastle.esp 2B DLCFrostcrag.esp 2C BrumaGuildReconstructed.esp [Version 1.0.2] ** DLCFrostcrag Vwalk.esp 2D Knights.esp 2E Oblivion Uncut.esp ** Knights Vwalk.esp ** EVE_KnightsoftheNine.esp 2F HoarfrostCastle.esp 30 AFK_Weye.esp [Version 2.32.Non-COBL] ** AFK_Weye Vwalk.esp 31 DarkBrotherhoodChronicles.esp [Version 1.2.6] ++ LindumOverhaul-DarkBrotherhoodChronicles Patch.esp 32 Rimmen.esp 33 Tales of Cyrodiil.esp 34 EastbrinkBasic.esp 35 Faregyl.esp [Version 2.0.11] ** Faregyl Vwalk.esp 36 Feldscar.esp [Version 1.0.13] ** Feldscar Vwalk.esp 37 Gottshaw Village.esp [Version 1.0.1] ** Gottshaw Village Vwalk.esp 38 Molapi.esp [Version 1.0.1] 39 Oranstad.esp 3A Reedstand.esp [Version 1.0.4] ** Reedstand Vwalk.esp 3B ShezriesTownsMaster.esp ** ShezriesTownsMaster Vwalk.esp 3C SilverfishFalls.esp 3D Urasek.esp [Version 1.0.4] ** Urasek Vwalk.esp 3E Vergayun.esp [Version 2.0.2] ** Vergayun Vwalk.esp 3F Viking Village.esp 40 Villages1.1.esp [Version 1.1d] 41 xulBrenaRiverRavine.esp [Version 2] ** xulBrenaRiverRavine Vwalk.esp 42 Frostcrag Village.esp [Version 1.0.7] ** Frostcrag Village Vwalk.esp 43 Sutch Village.esp [Version 1.0.4] ** Sutch Village Vwalk.esp 44 Maeva Scribonias Bookshop NO BookPlacing plus Castas Books plus Amalrics Books.esp 45 RMDailyIncomeV2.esp 46 TamagoBreak.esp 47 LoversTamagoClub.esp 48 TamagoNews.esp 49 TamagoTopic.esp [Version 2.4] 4A HiyokoGenerator.esp 4B HiyokoGeneratorBroodMother.esp 4C HiyokoGeneratorGeneForge.esp 4D TamagoSetBody.esp 4E AACV1.esp 4F LoversClubCatsSx.esp 50 LoversAdultPlayPlusforSSP.esp 51 LoversVoiceSSPplus.esp 52 LoversTachiCat2.esp 53 LoversRaperS.esp 54 LoversSituations.esp 55 LoversBed.esp 56 LoversHiyokoShooter.esp 57 Lovers with PK.esp [Version 96v5] 58 LoversCreature.esp [Version 2.5.11] 59 LoversMB2.esp 5A LoversSlaveTrader.esp 5B LSTBravilUnderground.esp 5C LSTaddonInH.esp 5D Active_Inventory_Spell_1.2.esp 5E BudongsNarcolepsySpell.esp 5F MadCompanionshipSpells.esp [Version 2.5] 60 SetBody.esp 61 Rathunas01.esp 62 1em_Vilja.esp [Version 4.04] 63 ViljainRedRoseManor.esp [Version 1.2] 64 Sofia.esp 65 OwnableTavernRedone.esp 66 Oblivion_Character_Overhaul.esp [Version 2.0] 67 Better Cities Full.esp [Version 6.0.11] 68 Better Cities - IC Imperial Isle.esp [Version 6.0.10] 69 Better Imperial City.esp [Version 6.0.10] ** Better Cities Resources Vwalk.esp 6A Better Cities - Dark Brotherhood Chronicles.esp [Version 6.0.10] 6B Better Cities Chorrol - ODD patch.esp [Version 6.0.10] 6C Better Cities Chorrol - Knights of the Nine.esp [Version 6.0.10] 6D Better Cities Market District - Oblivion Uncut.esp [Version 6.0.10] 6E OblivionUncut-BetterCitiesArena Patch.esp 6F Better Cities - VHBloodlines.esp [Version 6.0.10] 70 IPSkoolTest.esp 71 OTR-BCpatch.esp 72 LoversProstitute03.esp [Version 2] 73 xLCR.esp 74 LHS Text Extension.esp 75 LHS LST Patch.esp ++ LindumOverhaul-BetterCities Patch.esp ** Sensual Walks.esp ** Sensual Walks SI.esp ** Sensual Walks SI DS + GS.esp 76 Bashed Patch, 0.esp 77 LoversIdleAnimsPriority.esp 78 LoversAnimObjectsPriority.esp
Sladen2019 Posted March 23, 2020 Posted March 23, 2020 I tried with the adjusted load order and the issue is still there. Are you using the Message Logger mod by Tiawar ? These errors don't appear in Console, nor in Conscribe or OBSE logs. They only appear in MessageLog. https://www.nexusmods.com/oblivion/mods/45870 MessageLog.txt
LongDukDong Posted March 23, 2020 Author Posted March 23, 2020 Never heard of it. The message you are receiving pertains to the script that determines whether or not the NPC is enslaved, and to what degree. Since the dialog does change based on this degree, the script clearly does apply the proper quantity of xTTopicEnslavement flags. If there was an issue with being unable to acquire an item with AddItem, as Tiawar 's mod is claiming, then this wouldn't work and the dialog wouldn't change based on slave status as it currently does. It sounds to me that this message logger is generating a false positive, claiming an error that isn't present. Incidentally, the script doesn't even use AddItem as being reported, but AddItemNS.
Sladen2019 Posted March 23, 2020 Posted March 23, 2020 I have read somewhere else that it can be wrong in some cases, but its always been right so far, untill now. Its your mod and your scripts, so I will believe you and note them as false positives.
LongDukDong Posted March 23, 2020 Author Posted March 23, 2020 Well, to ease your mind that TamagoTopic has no error, let me describe the way TamagoTopic applies flags. I use a system that applies flags (those hidden clothing items) onto actors (NPCs/Creatures) before dialog begins. But to do so, it must pass through a Cross-hairs Targeting system since we are talking about special flags that actors normally would not carry because they are specific only for this mod. And it is the Targeting Cross-hairs system that I wish to touch upon. And for the record, I did not design the basics of the cross-hairs system, elegant and simple as it is. The Cross-hairs system is a continuously running system, executing as fast as I so choose it to run. It starts off by obtaining the reference of the actor in the cross-hairs. In this, if someone like 'Claudia Perrick' is in the cross-hairs, the system acquires her data. After that, it then looks to see if she was previously targeted, comparing it to a Storage Reference value. The cross-hairs system only continues to run past this if the Storage Reference isn't the same. That is, it only runs if the cross-hairs didn't previously detect Claudia. When the cross-hairs system is first executed, the 'Storage Reference' value is empty. It holds no data. Once an NPC is caught in the cross-hairs, this changes. It first runs the above mentioned check to see if the NPC in the cross-hairs matches what is in the Storage Reference. And if the check matches, if the NPC does match what is in storage, the cross-hairs system kicks out and starts over its loop again to again check what is in the cross-hairs. But if the NPC doesn't match what is in the Storage Reference, it can continue. The first thing that happens is that the Storage Reference accepts a copy of the NPC caught in the cross-hairs. This way, the system immediately doesn't re-execute the later code over and over for the same actor/npc ad infinitum. Of all things, this only requires the simplest of code: ;; Get Current Target in Crosshairs let rThis := getCrosshairRef if (rThis == rPrev) return endif let rPrev := rThis Once it passes the Cross-hairs system, ensuring that it only executes once a new actor was detected and not the same actor previously in the cross-hairs, it runs some more checks. Above all else, I check to make sure it is a valid form, then I make sure it is a valid actor, and then make sure it isn't a creature since a creature typically doesn't have dialog. Only after it passes all these checks, does it then branch to a new routine that applies the flags. Only after it determines the actor isn't being repeated and is a valid NPC does it perform the scripts that applies flags. No script that applies the flags is ever reached unless it is determined that we have a valid NPC. And no script that applies the flags is ever reached on a repeated/duplicated process as the cross-hairs system prevents the same NPC from being processes over and over. So spamming of the same flags repeatedly in any script outside of the cross-hairs system isn't only unlikely, but isn't possible. 1
Scarvoice Posted April 24, 2020 Posted April 24, 2020 great to see another awesome mod! is the old tamago topic safe to remove so i can use this one? or should i start a new game?
LongDukDong Posted April 25, 2020 Author Posted April 25, 2020 The foundation of this mod was the original version, BUT I removed all dependencies from it, including its dependency for TamagoClub itself. So... yeah, a restart is advised. On the other hand, it won't crash or bug out on you if you forgot to install TamagoClub. It WILL let you know you forgot to install it though.
Scarvoice Posted May 3, 2020 Posted May 3, 2020 i seem to have encountered an issue. the save will became bloated after a few in game days. the ess file remains the same but the obse save file became 6 times the size (500 kb to 3 mb) which makes saving the game takes about 12-15s. also, it seems the longer i spend in game days the bigger the save become. i tried to pinpoint the issue if it's related to this mod or not, and the bloating only happens when tamago topic is activated. though i don't know if it might be a conflict. help plz, i love your update/changes to tamago topic. edit: it takes 4 in game days to get the save from 500kb to 3mb.
LongDukDong Posted May 3, 2020 Author Posted May 3, 2020 BUMPED to version 2.5 Thanks, Scarvoice. So... it appears that I erred in ONE script and accidentally added a Dialog token instead of removed the token... So the tokens for a specific feature kept increasing. Meanwhile, I neglected to DESTROY generated string data and KILL generated arrays. Both of these which I had to fix increased filesize bloat. But now fixed.
LongDukDong Posted May 4, 2020 Author Posted May 4, 2020 Now if you can get me Azura's or Dibella's cell phone number..... I hear they rock! If both... dayum!
lovers0827 Posted October 27, 2020 Posted October 27, 2020 MessageLog literally spams [0050742D] [WARNING] AddItem in script 'a3ttqTestSlave' failed to generate an item. Is that okay? v 2.5
LongDukDong Posted November 12, 2020 Author Posted November 12, 2020 I'm actually kinda curious about that myself..... The a3ttqTestSlave script only performs tests on very very VERY specific flags. It runs tests on the default LAPF's enslave flag... and the LoversSlaveTrader slave flag. And for the LoversSlaveTrader (or LST) flag, I have its code wrapped around a special if...endif block to prevent errors if LST isn't loaded. And the only content added/removed in the script is the xTopcEnslavement flag, and its code is 010237F1 ... Relative to its Mod order of course. Nothing reference item, spell, script or NPC with a form ID ending with 50742D exists in either my list of scripts, Inventory or even as mod flags loaded by the quest
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now