fmilluminatus Posted January 5, 2023 Posted January 5, 2023 On 12/18/2022 at 11:53 AM, Pamatronic said: And a little preview for the new Device I´m currently working on: Super great! Can't wait.
Pamatronic Posted January 20, 2023 Author Posted January 20, 2023 Had to do a slight revision, But its finally finished and ready to download for beta-testing Early birds can get it HERE 3
t.ara Posted January 20, 2023 Posted January 20, 2023 You need a SAW and a suiting animation, I guess....and a BLOOD river splashing onto the ground....happy lunch/diner or whatever...?
Pamatronic Posted January 21, 2023 Author Posted January 21, 2023 Just Released the Spitroast to the public, happy cooking! Make sure to remove older versions of deadly furnitures before updating. Also make sure to run FNIS after updating. 5
DonQuiWho Posted January 21, 2023 Posted January 21, 2023 @Pamatronic Thank you very much for the continued progress on this mod One quick query, please? Does this latest version release now address the issues you recently said that you hoped to change to make your mods compatible with musje's HSH, AYGAS and ITF mods? Or do we need to get a Patreon version to do that? TIA for some advice on that DQW
Pamatronic Posted January 21, 2023 Author Posted January 21, 2023 29 minutes ago, DonQuiWho said: Does this latest version release now address the issues you recently said that you hoped to change to make your mods compatible with musje's HSH, AYGAS and ITF mods? I didn't explicitly test it, but I added the dummy Keyword as Musje advised, so it should be good to go.
DonQuiWho Posted January 21, 2023 Posted January 21, 2023 2 hours ago, Pamatronic said: I didn't explicitly test it, but I added the dummy Keyword as Musje advised, so it should be good to go. TYVM! That's great, and good to know Much appreciated DQW
nonofyodambiznes Posted January 21, 2023 Posted January 21, 2023 hey is the vampire feast included in this version? if so how do we trigger it?
Delzaron Posted January 21, 2023 Posted January 21, 2023 At least ! What I need for Ravenous ! the mod will be truly pama dependant. It let the boiling and maybe another furniture to be extrcte dfrom zaz 9.0... Once I finish the first chapter of FTD, I'll go back on ravenous. 2
Dieselhear Posted January 21, 2023 Posted January 21, 2023 (edited) 4 hours ago, nonofyodambiznes said: hey is the vampire feast included in this version? if so how do we trigger it? Vampire Feast is an event in Bad Ends Revived: Solitude mod, which isn't released to broad public yet. So unless you have beta release of it you can't trigger such an event. But it has Furniture as hard requirment, and with fresh Furniture release, you can expect Solitude mod to be released pretty soon too. Edited January 21, 2023 by Dieselhear 1
xtro334 Posted January 22, 2023 Posted January 22, 2023 (edited) Tried out the spit roast and as soon as body was placed on spit the head and body had different colors. If I got out of it and opened racemenu body and head synchronized again, but every time placed on the spit there was a color change. When I started the roasting I noticed that the head did not change color. So I assume that it is the body that changed color, and that change was not done on head. Do we need a specific layer of face free for head? Edited January 22, 2023 by xtro334 1
Pamatronic Posted January 22, 2023 Author Posted January 22, 2023 49 minutes ago, xtro334 said: Tried out the spit roast and as soon as body was placed on spit the head and body had different colors. If I got out of it and opened racemenu body and head synchronized again, but every time placed on the spit there was a color change. When I started the roasting I noticed that the head did not change color. So I assume that it is the body that changed color, and that change was not done on head. Do we need a specific layer of face free for head? As mentioned in the troubleshooting section... -.- Assuming you are on SE, there are certain mods which change the headpartnames to something not coherent with regular naming conventions, which makes it impossible for my script to find em and apply the override. Could be a custom race with custom headparts, or really anything with affects the headmesh. If you manage to identify the culprit give me a holler so I can adapt the script.
Delzaron Posted January 22, 2023 Posted January 22, 2023 2 minutes ago, Pamatronic said: As mentioned in the troubleshooting section... -.- Assuming you are on SE, there are certain mods which change the headpartnames to something not coherent with regular naming conventions, which makes it impossible for my script to find em and apply the override. Could be a custom race with custom headparts, or really anything with affects the headmesh. If you manage to identify the culprit give me a holler so I can adapt the script. I never suceed to make it functionnal with SE (problem with SE papyrus addon version). I got the same texture problem with LE. By the way, how I could use pama for npcs ? Or to ressurect an npc or player (for example, player is chosen to be cooked, player is cooked indeed..; and I need to make player awake in another room, with skin back to normal). Also, for npcs who are not companion... how I could cook them using your stuff (I really wish to use your deadly furnitures as requirement for ravenous)
Delzaron Posted January 22, 2023 Posted January 22, 2023 another question : If i disable player controls, how I could command all the stuff (player on spit roast preparation, player placed in spitorast, activate turning, and set fire intensity. Stop turning. place player on display. And kill player).
Delzaron Posted January 22, 2023 Posted January 22, 2023 An error : the plate with fruits don't have the appropriate pama script. I add it, I'll see if it's working.
Pamatronic Posted January 22, 2023 Author Posted January 22, 2023 1 hour ago, Delzaron said: An error : the plate with fruits don't have the appropriate pama script. I add it, I'll see if it's working. Don´t. That´s intentional. The script wont work with furnitures. It needs an activator to properly function. 1 hour ago, Delzaron said: If i disable player controls, how I could command all the stuff (player on spit roast preparation, player placed in spitorast, activate turning, and set fire intensity. Stop turning. place player on display. And kill player). The script has a number of api functions to call. make someone enter: newVictimEnters(actor victim) start/stop spinning: switchspin() setting heatlevel (0-3): setHeatLevel(int newHeatLevel) move to plate: movetoPlatter() move to spike: movetoSpike() kill victim: killVictim()
Delzaron Posted January 22, 2023 Posted January 22, 2023 26 minutes ago, Pamatronic said: Don´t. That´s intentional. The script wont work with furnitures. It needs an activator to properly function. The script has a number of api functions to call. make someone enter: newVictimEnters(actor victim) start/stop spinning: switchspin() setting heatlevel (0-3): setHeatLevel(int newHeatLevel) move to plate: movetoPlatter() move to spike: movetoSpike() kill victim: killVictim() how I could call that ? I tested the (objectreference as pamascript).command(), and that's don't work.
shrtjsrtj Posted January 23, 2023 Posted January 23, 2023 The rotating spit was causing CTD's for my PC almost instantly, followers worked and I could put the PC on the plate, preparing spit or the spike just fine though. Well the PC did move her head around a bit on the spike, but doubt it's related. Thought it was a skeleton issue and it may still be, but was still experiencing it when stopping things from overriding XPMSE and unsure what to look out for.
xtro334 Posted January 23, 2023 Posted January 23, 2023 (edited) 15 hours ago, Pamatronic said: As mentioned in the troubleshooting section... -.- Assuming you are on SE, there are certain mods which change the headpartnames to something not coherent with regular naming conventions, which makes it impossible for my script to find em and apply the override. Could be a custom race with custom headparts, or really anything with affects the headmesh. If you manage to identify the culprit give me a holler so I can adapt the script. The only mod that I have that could fill that criteria is the YgNord, that comes with 3BA. I will try to test if it is the cause. Edit: That is probably it. Tried it with an elf, and head kept same color as body Edited January 23, 2023 by xtro334
xtro334 Posted January 23, 2023 Posted January 23, 2023 Have a question about when you get of the spit before it is to late. Will you keep the coloration you have received, or will it fade? Also I noticed that big breasts and the serving plate seems to be a problem in combination. I have animations that put arms below breasts without causing this effect, so I do not think it is the collision that should cause this. ?
BlackMazeGOD Posted January 23, 2023 Posted January 23, 2023 1 hour ago, xtro334 said: Have a question about when you get of the spit before it is to late. Will you keep the coloration you have received, or will it fade? Also I noticed that big breasts and the serving plate seems to be a problem in combination. I have animations that put arms below breasts without causing this effect, so I do not think it is the collision that should cause this. ? Plate not a physical object, so it's bug of the body physics. I have same problem on CBBE 3BA ¯\_(ツ)_/¯.
xtro334 Posted January 23, 2023 Posted January 23, 2023 I think it would be nice with a scaling for length to 1 option, when entering any device. Noticed that my elf, that is a bit short, only had part of head out of guillotine. Looked like she was about to get top of scull shopped off, rather then the entire head.
xtro334 Posted January 23, 2023 Posted January 23, 2023 1 hour ago, BlackMazeGOD said: Plate not a physical object, so it's bug of the body physics. I have same problem on CBBE 3BA ¯\_(ツ)_/¯. Yeah, you are probably right. Looks like physics get shut off when placed on plate.
Pamatronic Posted January 23, 2023 Author Posted January 23, 2023 9 hours ago, xtro334 said: Yeah, you are probably right. He is right. 9 hours ago, xtro334 said: Looks like physics get shut off when placed on plate. It doesn't. You cant just "shut off" body physics. Below the hood, the plate is just a pose with the fruit-plate as an animobject. You can propably fix this if you fiddle around with the physic-xmls a bit (dont ask me for details, its not my field of expertise). 13 hours ago, xtro334 said: The only mod that I have that could fill that criteria is the YgNord, that comes with 3BA. YgNord works fine for me. Must be something else. 12 hours ago, xtro334 said: Have a question about when you get of the spit before it is to late. Will you keep the coloration you have received, or will it fade? Disappears when you equip/unequip some clothing or reload the game.
Pamatronic Posted January 23, 2023 Author Posted January 23, 2023 On 1/22/2023 at 6:05 PM, Delzaron said: (objectreference as pamascript).command() this would be the correct way. On 1/22/2023 at 6:05 PM, Delzaron said: and that's don't work. "doesn't work" is not very helpful -.- What doesn't work? compiler error? some unexpected effect? any effect at all? whats the exact line of code you used?
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