Pristbeast Posted December 19, 2020 Posted December 19, 2020 I might've figured out why the Cat Curse didn't trigger for me. Wolf, Deer, Fox and Dragon all have English names despite me playing the german version, probably USSEPs fault, the Sabre Cat however is still named "Säbelzahntiger". I also just tested every enemy and the Cat was the only one that didn't trigger the curse. So its most definitely the name/language thing.
Geehral Posted December 20, 2020 Author Posted December 20, 2020 7 hours ago, Pristbeast said: I might've figured out why the Cat Curse didn't trigger for me. Wolf, Deer, Fox and Dragon all have English names despite me playing the german version, probably USSEPs fault, the Sabre Cat however is still named "Säbelzahntiger". I also just tested every enemy and the Cat was the only one that didn't trigger the curse. So its most definitely the name/language thing. thats what i said Â
Pristbeast Posted December 20, 2020 Posted December 20, 2020 8 hours ago, Geehral said: thats what i said  I'm just confirming it.^^ Since thats the case its kinda annoying that some mods change certain names. Guess I'll set Skyrim to english then.
synax7 Posted December 26, 2020 Posted December 26, 2020 Ive got the mod working on LE but hands and feet after the tf are invisible any ideas what causes this? Â
Geehral Posted December 28, 2020 Author Posted December 28, 2020 On 12/26/2020 at 9:04 PM, synax7 said: Ive got the mod working on LE but hands and feet after the tf are invisible any ideas what causes this? Â maybe u fogot to build the mesh in bodyslide btw i have a LE version in fomod
synax7 Posted December 28, 2020 Posted December 28, 2020 1 hour ago, Geehral said: maybe u fogot to build the mesh in bodyslide btw i have a LE version in fomod i think it may be that im using the unp body and not cbbe, but thanks for the reply ill give that a shot in the off chance i forgot to do it
synax7 Posted December 28, 2020 Posted December 28, 2020 19 minutes ago, synax7 said: i think it may be that im using the unp body and not cbbe, but thanks for the reply ill give that a shot in the off chance i forgot to do it yeah you was right that worked thanks great mod btw got alot of promise
AWHA Posted December 31, 2020 Posted December 31, 2020 Does this allow transformation of NPCs or just the player? If it can handle NPCs it would be amazing.
Geehral Posted January 3, 2021 Author Posted January 3, 2021 On 12/31/2020 at 12:08 PM, AWHA said: Does this allow transformation of NPCs or just the player? If it can handle NPCs it would be amazing. actually only player but with the spells in the next version it will support tf npc too 1
chevalierx Posted January 6, 2021 Posted January 6, 2021 On 12/28/2020 at 9:31 PM, Geehral said: maybe u fogot to build the mesh in bodyslide btw i have a LE version in fomod you should use transparcy in slavetat texture to get no dark skin in char , just make skin trasnparent and it will work better then mark is 8k ? , some texture are 2 k and others are 4k you should downscale or upscale them Â
Geehral Posted January 7, 2021 Author Posted January 7, 2021 14 hours ago, chevalierx said: you should use transparcy in slavetat texture to get no dark skin in char , just make skin trasnparent and it will work better then mark is 8k ? , some texture are 2 k and others are 4k you should downscale or upscale them  the skin tats are dark if u dont set the skin color in mcm because default is black  for the different scales the most are not made by me exept for the curse tats this ones are from me converted from google pictures
LinksSword Posted January 7, 2021 Posted January 7, 2021 bac and some other mods have npc reactions, or some sort of "rep" system in it, perhaps this mod could have something similar? people of skyrim are easy to judge and if you look like some half animal freak i don't see them taking to you that kindly.
Geehral Posted January 8, 2021 Author Posted January 8, 2021 On 1/7/2021 at 2:10 AM, LinksSword said: bac and some other mods have npc reactions, or some sort of "rep" system in it, perhaps this mod could have something similar? people of skyrim are easy to judge and if you look like some half animal freak i don't see them taking to you that kindly. maybe soon actually not working on this mod cuz i first want to decide how the future of it will look. thinking about to convert it to a DLL-Plugin for skse 1
G-Mames Posted January 19, 2021 Posted January 19, 2021 The face textures are not showing up for me, but all of the other textures are. And im not quite sure what I can do to fix this.
Geehral Posted January 19, 2021 Author Posted January 19, 2021 5 hours ago, G-Mames said: The face textures are not showing up for me, but all of the other textures are. And im not quite sure what I can do to fix this. there is actually no way to fix is unless u create own textures. or u just wait a bit own textures alrdy in work 1
G-Mames Posted January 21, 2021 Posted January 21, 2021 On 1/19/2021 at 6:59 AM, Geehral said: there is actually no way to fix is unless u create own textures. or u just wait a bit own textures alrdy in work ok thanks for the info, IÂ thought it was a problem with how I installed the mod, thanks again
Geehral Posted January 23, 2021 Author Posted January 23, 2021 19 hours ago, chevalierx said: 2k optimized + tweaked textures.7z 31.37 MB · 3 downloads Thanks but as i alrdy said own textures will come soon alrdy in work But if anyone here want to use them feel free
AWHA Posted January 30, 2021 Posted January 30, 2021 What are your thoughts on Corruption? Personally I would really like to see a "transformation framework" mod that can handle any NPC so that way other mods could hook into it and trigger transformations. Would really streamline all the different "transformation" mods (BAC, Devious Training, MME usw).
Geehral Posted January 31, 2021 Author Posted January 31, 2021 14 hours ago, AWHA said: What are your thoughts on Corruption? Personally I would really like to see a "transformation framework" mod that can handle any NPC so that way other mods could hook into it and trigger transformations. Would really streamline all the different "transformation" mods (BAC, Devious Training, MME usw). npc support is more then able to implementd the problem is that i need to find a way to store various information. example for curse i have to save a actor id, timer and the race from the curse comes. so the problem is this i can store it in quest aliases but that would limit it to 250 npc maximum (if i'm not wrong). that means i have to find a other way to store this information to avoid limit issues i know 250 is a lot of npcs but u all know as longer a games run as more will happen and npc's meet. its might possible to store it in a json file but this would add a new master to my mod and i try to keep my mod as masterfree as i can the only reason for slavetats actually is that i was to lazy to write the stuff by myself <- why should i reengineering a alrdy existing system and to store it in json files i still try to think how i could made changes to my scripts that i can call for specific values from specific line example: curse trigger time 12 hours actor 1 got cursed at 2am actor 2 at 4am thats mean a1 would change at 2pm and a2 at 4pm a1 is stored in line 1 and a2 in line 2 but how could i different which line is which actor ok i could ask ingame for actor id and then compare with the stored lines and then compare the "saved" time with actuall time so the script can decide if it has to trigger or not but this would have a MASSIVE fps impact if u enter whiterun with lets say 12 cursed actors (thinking u was away for 24 hours) so the script scan for literly all npc around u and change all at once imagine the impact devious cursed loot alrdy strugle if it has only to apply 2-3 items on 2 actors (at last in my game)   so this is my actuall problem to solve before i can implement a real npc handling with the next update i will implement spells which u can cast on npc's to instant transform them but for something like corruption or curses on npc i have to tinker something completly new to avoid fps drops or in worst case crashes due to limits of skyrim script engine If someone is realy interested to help u can pm me and we can propably create a team. If u cant script no problem i can teach it to u its way easier then the most of u maybe think. I started to learn papyrus 2-3 days before i started this mod btw
LinksSword Posted January 31, 2021 Posted January 31, 2021 56 minutes ago, Geehral said: npc support is more then able to implementd the problem is that i need to find a way to store various information. example for curse i have to save a actor id, timer and the race from the curse comes. so the problem is this i can store it in quest aliases but that would limit it to 250 npc maximum (if i'm not wrong). that means i have to find a other way to store this information to avoid limit issues i know 250 is a lot of npcs but u all know as longer a games run as more will happen and npc's meet. its might possible to store it in a json file but this would add a new master to my mod and i try to keep my mod as masterfree as i can the only reason for slavetats actually is that i was to lazy to write the stuff by myself <- why should i reengineering a alrdy existing system and to store it in json files i still try to think how i could made changes to my scripts that i can call for specific values from specific line example: curse trigger time 12 hours actor 1 got cursed at 2am actor 2 at 4am thats mean a1 would change at 2pm and a2 at 4pm a1 is stored in line 1 and a2 in line 2 but how could i different which line is which actor ok i could ask ingame for actor id and then compare with the stored lines and then compare the "saved" time with actuall time so the script can decide if it has to trigger or not but this would have a MASSIVE fps impact if u enter whiterun with lets say 12 cursed actors (thinking u was away for 24 hours) so the script scan for literly all npc around u and change all at once imagine the impact devious cursed loot alrdy strugle if it has only to apply 2-3 items on 2 actors (at last in my game)   so this is my actuall problem to solve before i can implement a real npc handling with the next update i will implement spells which u can cast on npc's to instant transform them but for something like corruption or curses on npc i have to tinker something completly new to avoid fps drops or in worst case crashes due to limits of skyrim script engine If someone is realy interested to help u can pm me and we can propably create a team. If u cant script no problem i can teach it to u its way easier then the most of u maybe think. I started to learn papyrus 2-3 days before i started this mod btw yeah skyrim doesn't play nicely to heavy mods altering a bunch of npcs in my experience, guaranteed a crash if i have i try a scenario of a bunch of followers under being a cow and milk mod economy, whenever mme updates the milk count there is always a 30% it would ctd. because it was updating all these npcs that i had with me at the same time.  Of course not everyone is going to have a army of followers with them but generally when your in an area with a bunch of npcs handled by multiple script intensive mods it turns out to be a bad mix.
AWHA Posted January 31, 2021 Posted January 31, 2021 4 hours ago, Geehral said: npc support is more then able to implementd the problem is that i need to find a way to store various information. Once an actor is fully transformed, there would be no more need to store the transformation information right? Take BAC for example, if an NPC is 100% transformed, then all the morphs, tattoos/overlays can simply be stored as a racemenu transform, and "equipment" like horns and tail will simply be stored as inventory items, right? This way the transformation will be permanent and the only way to remove it would be to clear the actor's inventory and clear the racemenu data. Â Would this allow the transformation framework to free up a "tracking" slot for another NPC?
Geehral Posted January 31, 2021 Author Posted January 31, 2021 8 hours ago, AWHA said: Once an actor is fully transformed, there would be no more need to store the transformation information right? Take BAC for example, if an NPC is 100% transformed, then all the morphs, tattoos/overlays can simply be stored as a racemenu transform, and "equipment" like horns and tail will simply be stored as inventory items, right? This way the transformation will be permanent and the only way to remove it would be to clear the actor's inventory and clear the racemenu data.  Would this allow the transformation framework to free up a "tracking" slot for another NPC? all my stuff actually are "fake armors" in this way i dont have to mesh with the body itself and equip and unequip it a easy and safe way they are also locked and invisible in inventory, that means noone not even a other mod is able to remove stuff from my mod which is applied with my script. at last thats what i noticed with devious devices it try to give me gloves but i alrdy had cat hands so the dd was only applied to the inventory but not equiped  basicly yes after 100% tf i could delete information but this would on other site add more impact to the engine as it would now run 2 scripts on the same amount of npc's instead of just 1
AWHA Posted February 1, 2021 Posted February 1, 2021 13 hours ago, Geehral said: basicly yes after 100% tf i could delete information but this would on other site add more impact to the engine as it would now run 2 scripts on the same amount of npc's instead of just 1 Forgive my ignorance as I don't know anything about scripting, is this because a second script is needed to make sure the "fake armors" stay on? would this also be needed for racemenu morphs/overlays?
Geehral Posted February 1, 2021 Author Posted February 1, 2021 44 minutes ago, AWHA said: Forgive my ignorance as I don't know anything about scripting, is this because a second script is needed to make sure the "fake armors" stay on? would this also be needed for racemenu morphs/overlays? No once equipded it stays equipped until its removed from my mod But i would need a 2nd script to unregister the time effect on npc after 100%
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