Keegan van Sloppenstein Posted March 4, 2021 Posted March 4, 2021 Okay, new game, new JF version (yay), new testing grounds. This time only NFF (loaded dead last) as follower framework in case it matters. Quick report so far: Possibly a bug: Recruited a follower, that one soon turned into a JF, then recruited another follower, then made the 2nd one into a JF via the debug dialog. At this point affection stayed at 0 no matter what. Force-dismissing, re-acquiring follower and then selecting the normal JF recruit dialog fixed it, but still weird. Possibly another bug: At this point I've enabled the debt system and went around a bit and did things, and eventually the JF wanted money. Affection is still at level 1 (JF_Core quest stage == 100) so the dialog to actually pay the follower doesn't show up (condition is quest stage >= 200). Is this intended? I'll continue and see what happens next... EDIT: Also, in case it matters, I'm not using DD, therefore the plugin is disabled. Probably won't use DD at all, it has the tendency to bug out for me. EDIT2: JFPresents.psc: 'ElseIf(Core.FavoriteGem == 1' [...] repeats a few times, didn't you mean to check for the right gem IDs here? EDIT3: Random thought while i'm here, seems a bit weird that my JF calls jewelery "tasteless" (i know rings and stuff have the armor keyword set but uhhh, come oooon you can't call a flawless gold diamond ring tasteless and then be super happy about a clunky gold bar. best delivered to the face or what?) EDIT4: Another weird bug. So i've done the gem guessing game and guessed wrong. Then something was supposed to happen but it glitched and nothing actually happened. Took me a while to connect the dots why the JF started commenting something about collars and dogs and being seen (while in a cave) and later in town something about we can take it off when we're home. So what happened here? The dog collar event half-fired but not quite? There wasn't a collar item in the inventory or any other obvious indication (spell effect? nope), so consider adding a check that aborts the event (maybe with a comment, JF gets pissy and calls you an unfun noodle, something?). Another fun ... not quite a bug but still weird: In said cave. Did the "i'm bored" thing and asked for a drinking game. JF said no. Asked the JF to suggest something and guess what, they suggested a drinking game. well then. So I did about 20 shots and not much happened aside from drinking animations? I eventually gave up and then was scoffed because apparently i gave up before even starting to drink? wot sorry for breaking so much but apparently i have a bug affinity EDIT5: Ok, got a log from another drinking event. Upon pressing (Drink) --> [03/05/2021 - 02:24:08AM] warning: Property NewProperty on script TIJF__DrinkingE1First attached to topic info D5323D3E on quest JF_ManualScript (D5323D1D) cannot be initialized because the script no longer contains that property [03/05/2021 - 02:24:08AM] Error: Cannot call E1FirstDrink() on a None object, aborting function call stack: [topic info D5323D3E on quest JF_ManualScript (D5323D1D)].TIJF__DrinkingE1First.Fragment_0() - "TIJF__DrinkingE1First.psc" Line 9 And this error repeats when taking more drinks. That explains why it never considers me drinking. EIDT: Upon giving two gem presents to the JF rather quickly (not sure if harmless or not. 2nd gem didn't trigger the affection gain debug msg?): [03/05/2021 - 03:14:47AM] Error: Incorrect number of arguments passed. Expected 2, got 1. stack: [ (D50CE3D0)].JFPresents.OnItemAdded() - "JFPresents.psc" Line 47 1
Xuvish Posted March 5, 2021 Posted March 5, 2021 Mod looks great. I would like to try it on LE. Is there a LE version for Beta 3 yet?
Scrab Posted March 5, 2021 Author Posted March 5, 2021 I knew why I was scared of uploading this. Imagine having 2 Posts of Patchnotes (I mean even without the 2nd Post which is just future stuff, this Patchnote is massive) and not messing up big time somewhere 17 hours ago, the0fromnexus said: didn't you mean to check for the right gem IDs here? I double checked it in fact, maybe when rewriting the Present thing it bugged out again.. or it was that one time the CK crashed and thats something I forgot to fix again.. cry 17 hours ago, the0fromnexus said: sorry for breaking so much but apparently i have a bug affinity Better someone finds this out and embarasses me in front of hundreds of people than keeping quiet and corrupting the mod with more n more bugs - and youre actually really helpful at figuring out what exactly is broken, makes it 500x times easier fixing them Ill try to get a bugfix version out today fixing most of what you found (not sure if the last one is something I can fix, sounds like the game just bugged out but idk) 19 minutes ago, Xuvish said: Is there a LE version for Beta 3 yet? When Aki comes in they might do a public version, I cant convert myself cause dont own LE and blabla (I cry my new keyboard doesnt have a macro function, Id so made one just for this question kek)
Scrab Posted March 5, 2021 Author Posted March 5, 2021 Joyful Followers Beta3.1 Miscellaneous The Follower no longer considers Jewelry "Tasteless" The Follower no longer offers a few drinks when you're asking for an Event whilte outside an Inn Dog Collars commentary is disabled in Dungeons When recruiting a Follower through Debug, while you already have a Joyful Follower with you, that Follower will first be properly dismissed from the Framework before the new JF is recruited (this shouldnt dismiss them as a Follower but only as a Joyful Follower) Removed the "Global found"/"No Global found D:" debug notification when a Punishment Game is started PetCollar is now defaulted to disabled to avoid it being chosen as Game when you dont have PetCollar installed Bugfixes Giving your Follower a Gem as Present now rewards you with the proper amount of Affection Fixed an issue that disallowed access to the Debt Dialogue while Affection Lv1 Fixed two issues causing the Drinking Game to get stuck indefinitely Fixed an issue with the Dog Collar Event not initializing properly Fixed an issue that caused more than one Event being started at once Fixed an issue in Dog Collar, PetCollar and Shut Up that caused the Follower to get stuck in the Intro Dialogue Fixed multiple bugs causing issues with DJfs initialisation The DogCollar should behave more like a regular DD now (I have to admit I still dont know how to properly make Quest/Custom Devices with DD. Is there really no proper documentation on this?) 1
Keegan van Sloppenstein Posted March 5, 2021 Posted March 5, 2021 4 hours ago, Scrab said: Ill try to get a bugfix version out today Yay! Glad to help. If you need more data or logs or whatever just say it. I get more than enough "lul it doesn't work"-style reports to know how not to report problems. Makes you wish you had a big red button that zaps the person on the other end. Any chance of getting a clean script update procedure in at some point or is it still clean-saving as usual? Not that i mind, it's still in beta after all and at least there's the debug menu to speed things up. Just asking to avoid derp. 4 hours ago, Scrab said: (I cry my new keyboard doesnt have a macro function, Id so made one just for this question kek) Obviously you need AutoIt to the rescue! (I'd argue it's a much better programming language than papyrus in all the ways even though it's a Basic dialect. At least it's predictable and doesn't randomly spazz out bugthesda-style) EDIT: Holy cow that was fast! *downloads*
Scrab Posted March 5, 2021 Author Posted March 5, 2021 10 minutes ago, the0fromnexus said: Any chance of getting a clean script update procedure in at some point or is it still clean-saving as usual? Not that i mind, it's still in beta after all and at least there's the debug menu to speed things up. Just asking to avoid derp. You dont need a clean save for B3.1 SDP removal will most likely need a clean save again but after that.. I mean I said it once too often so I just shut up and dont promise anythin but Im not sure whats left to rework, even if I wanted to
Keegan van Sloppenstein Posted March 6, 2021 Posted March 6, 2021 More testing. Didn't cleansave so ymmv.. Error in player home when talking about removing the collar: Quote [03/06/2021 - 03:03:02AM] Error: Incorrect number of arguments passed. Expected 2, got 1. stack: [ topic info D53B1A16 on quest JF_Punishment_DogCollar (D53AC8E1)].TIJF__DogCollarClose.Fragment_0() - "TIJF__DogCollarClose.psc" Line 10 [03/06/2021 - 03:03:02AM] Error: Cannot call CloseQuest() on a None object, aborting function call stack: [ topic info D53B1A16 on quest JF_Punishment_DogCollar (D53AC8E1)].TIJF__DogCollarClose.Fragment_0() - "TIJF__DogCollarClose.psc" Line 11 Tried this a few times and kept adding new collars via console but it doesn't advance and doesn't consider me out of it. Maybe it got stuck earlier? I'll try to cleansave my way out of it and proceed...
Scrab Posted March 6, 2021 Author Posted March 6, 2021 JoyfulFollowers.esp I wont question why this property wasnt filled.. I cry To excuse myself though, this mod is getting pretty big (for comparison: Its bigger than PetProject or DF) Its hard to go through everything with every version Sadge
monsta88 Posted March 6, 2021 Posted March 6, 2021 Hello, I did not try the above esp, but I have some issues since the 3.1 update. The MCM is listed among the other mods, but when I click on it, it does not open. I have this in the log: Spoiler [03/06/2021 - 08:55:03PM] [jfmcm <JF_Core_MCM (89389199)>]: ClearOptionBuffers() -> _isBackupMode:False [03/06/2021 - 08:55:03PM] [jfmcm <JF_Core_MCM (89389199)>]: AddOption(1, General, None, 0.000000) [03/06/2021 - 08:55:03PM] [jfmcm <JF_Core_MCM (89389199)>]: AddOption(3, Affection Change Notification, None, 1.000000) [03/06/2021 - 08:55:03PM] [jfmcm <JF_Core_MCM (89389199)>]: AddOption(3, Enable Creature Content, None, 1.000000) [03/06/2021 - 08:55:03PM] [jfmcm <JF_Core_MCM (89389199)>]: AddOption(4, Arousal threshold, {0}, 70.000000) [03/06/2021 - 08:55:03PM] [jfmcm <JF_Core_MCM (89389199)>]: AddOption(1, On Hit, None, 0.000000) [03/06/2021 - 08:55:03PM] [jfmcm <JF_Core_MCM (89389199)>]: AddOption(3, Enabled, None, 1.000000) [03/06/2021 - 08:55:03PM] [jfmcm <JF_Core_MCM (89389199)>]: AddOption(4, Endurance (Min), {0}, 5.000000) [03/06/2021 - 08:55:03PM] [jfmcm <JF_Core_MCM (89389199)>]: AddOption(4, Endurance (Max), {0}, 9.000000) [03/06/2021 - 08:55:03PM] [jfmcm <JF_Core_MCM (89389199)>]: AddOption(1, Miscellaneous, None, 0.000000) [03/06/2021 - 08:55:03PM] [jfmcm <JF_Core_MCM (89389199)>]: AddOption(3, Is Futa (Follower), None, 1.000000) [03/06/2021 - 08:55:03PM] [jfmcm <JF_Core_MCM (89389199)>]: AddOption(3, Is Futa (Player), None, 0.000000) [03/06/2021 - 08:55:03PM] [jfmcm <JF_Core_MCM (89389199)>]: AddOption(1, status, None, 0.000000) [03/06/2021 - 08:55:12PM] [jfmcm <JF_Core_MCM (89389199)>]: ClearOptionBuffers() -> _isBackupMode:False The other issue is in the log again, I have this spammed a LOT: Spoiler [03/06/2021 - 08:54:24PM] Dumping stack 23467099: [03/06/2021 - 08:54:24PM] Frame count: 2 (Page count: 2) [03/06/2021 - 08:54:24PM] State: Waiting on other stack for call (Freeze state: Freezing) [03/06/2021 - 08:54:24PM] Type: Normal [03/06/2021 - 08:54:24PM] Return register: True [03/06/2021 - 08:54:24PM] Has stack callback: No [03/06/2021 - 08:54:24PM] Stack trace: [03/06/2021 - 08:54:24PM] [alias Player on quest JF_Core (89005732)].jfplayerscr.OnLocationChange() - "JFPlayerScr.psc" Line ? [03/06/2021 - 08:54:24PM] IP: 1787 Instruction: 33 [03/06/2021 - 08:54:24PM] [akOldLoc]: None [03/06/2021 - 08:54:24PM] [akNewLoc]: [Location < (00019275)>] [03/06/2021 - 08:54:24PM] [::temp1]: None [03/06/2021 - 08:54:24PM] [::temp2]: False [03/06/2021 - 08:54:24PM] [::temp6]: None [03/06/2021 - 08:54:24PM] [::temp3]: False [03/06/2021 - 08:54:24PM] [::temp5]: True [03/06/2021 - 08:54:24PM] [::temp4]: None [03/06/2021 - 08:54:24PM] [::NoneVar]: None [03/06/2021 - 08:54:24PM] [::temp7]: "" [03/06/2021 - 08:54:24PM] [alias Player on quest JF_Core (89005732)].JFDDPlayerScr.OnLocationChange() - "JFDDPlayerScr.psc" Line ? [03/06/2021 - 08:54:24PM] IP: 0 Instruction: 0 [03/06/2021 - 08:54:24PM] [akOldLoc]: None [03/06/2021 - 08:54:24PM] [akNewLoc]: [Location < (00019275)>] [03/06/2021 - 08:54:24PM] [::NoneVar]: None [03/06/2021 - 08:54:24PM] [::temp0]: False [03/06/2021 - 08:54:24PM] [::temp1]: False [03/06/2021 - 08:54:24PM] [::temp2]: False [03/06/2021 - 08:54:24PM] [::temp3]: None [03/06/2021 - 08:54:24PM] [::temp4]: 0 [03/06/2021 - 08:54:24PM] [::temp5]: 0.000000 [03/06/2021 - 08:54:24PM] Dumping stack 23839356: [03/06/2021 - 08:54:24PM] Frame count: 2 (Page count: 2) [03/06/2021 - 08:54:24PM] State: Waiting on other stack for call (Freeze state: Freezing) [03/06/2021 - 08:54:24PM] Type: Normal [03/06/2021 - 08:54:24PM] Return register: None [03/06/2021 - 08:54:24PM] Has stack callback: No [03/06/2021 - 08:54:24PM] Stack trace: [03/06/2021 - 08:54:24PM] [alias Player on quest JF_Core (89005732)].jfplayerscr.OnLocationChange() - "JFPlayerScr.psc" Line ? [03/06/2021 - 08:54:24PM] IP: 1787 Instruction: 33 [03/06/2021 - 08:54:24PM] [akOldLoc]: [Location < (00018A54)>] [03/06/2021 - 08:54:24PM] [akNewLoc]: None [03/06/2021 - 08:54:24PM] [::temp1]: None [03/06/2021 - 08:54:24PM] [::temp2]: True [03/06/2021 - 08:54:24PM] [::temp6]: None [03/06/2021 - 08:54:24PM] [::temp3]: False [03/06/2021 - 08:54:24PM] [::temp5]: False [03/06/2021 - 08:54:24PM] [::temp4]: None [03/06/2021 - 08:54:24PM] [::NoneVar]: None [03/06/2021 - 08:54:24PM] [::temp7]: "" I almost never see dumped stacks, so something is not working here. Also, I did not have a single event with my follower so far (in 2 days). In Beta 3.0 I had the MCM working and I saw that her regard is increasing and I also had the tired debuff. But the follower did nothing which could be initiated by this mod.
Scrab Posted March 7, 2021 Author Posted March 7, 2021 13 hours ago, monsta88 said: something is not working here Dumped Stacks are usually a sign for having too many script heavy mods. B2 => B3 didnt change much on the Script you showed in your Log, if that caused your game to suddenly create dumping stacks Id argue that you probably have something else in your LO that has an unrealistically heavy LocationChange Event, the one in JF is fairly basic & smoll The above esp also just added a link to a variable that has quite literally nothing to do with the LocChange Event - or the MCM But youre right, apart from that something isnt working here When I went through the changes for 3.1, everything worked completely fine. Now I just started a new game and the MCM uses an outdated Layout. Ill try to recompile everything, idk but I have high doubts that helps your Problem Did you make a clean save when updating from B2 to B3? Also about Events, can you start Punishment Games? The one for the Present System is fairly easy to force trigger if that one also doesnt work it leads you back to the above issue that something is off with your Game. Did you change any game settings responsible for Papyrus? And if that works, you might want to take a look at the Event Table again, I did quite a few changes in B3 concerning Event Starting. I know my Walls can be quite tedious to read but the one for Streamlining Event Starting in B3 Patchnotes you should definitely go over
Scrab Posted March 7, 2021 Author Posted March 7, 2021 Joyful Followers Beta3.2 Bugfixes Fixed an issue causing Punishment - DDs to not be equipped properly Fixed an issue that made it impossible for the Dog Collar Punishment to end Fixed an issue with MCM Pages not initalising properly Removed the "Cheat" from all "CheatDebt" Options/Texts in My Fair Shares MCM Page Recompiled all Scripts in JF & DJf
monsta88 Posted March 7, 2021 Posted March 7, 2021 2 hours ago, Scrab said: Did you make a clean save when updating from B2 to B3? No, I haven't as I didn't have B2. I started with B3.0 Basically the 1st time I ever tried this mod. 2 hours ago, Scrab said: Also about Events, can you start Punishment Games? No, I couldn't start anything. I don't know if this mod adds new dialog options, but I saw no new lines when I talked to my follower. She also never forcegreeted me with anything. 2 hours ago, Scrab said: I know my Walls can be quite tedious to read but the one for Streamlining Event Starting in B3 Patchnotes you should definitely go over I read your wall, no prob. That's why I mentioned in my earlier post that no event ever started in my game, nor on loc change, nor over time. 2 hours ago, Scrab said: Did you change any game settings responsible for Papyrus? I once enabled the debug dialog. It appeared, but I did not use them, so I disabled it. As for logging, I don't remember if I did change anything and I couldn't check it later without the MCM. I do remember that I disabled the follower wanting money, but I don't think that has anything to do with logging.
Scrab Posted March 8, 2021 Author Posted March 8, 2021 19 hours ago, monsta88 said: I don't know if this mod adds new dialog options It does, at the very least you should have one at the top "Hey can we talk" or however I wrote it after recruiting a follower It sounds like your Game has some major issues properly loading the mod, not sure how or why sry. Did you try installing it in a lighter mod setup or so? Doesnt seem like anyone else has this issue
monsta88 Posted March 8, 2021 Posted March 8, 2021 1 hour ago, Scrab said: Did you try installing it in a lighter mod setup or so? I haven't. It is a long playthrough with 280+ modules (in SE). I will try it again when I start a new game, I don't know when will that happen though.
cooldown1337 Posted March 8, 2021 Posted March 8, 2021 Hi Scrab, how does this mod work with Eager NPCs? Any unexpected interactions? Is it better to turn off SLEN's follower functionality with this one?
Scrab Posted March 8, 2021 Author Posted March 8, 2021 9 hours ago, cooldown1337 said: Hi Scrab, how does this mod work with Eager NPCs? Any unexpected interactions? Is it better to turn off SLEN's follower functionality with this one? I have to admit, I have no clue about this mod whatsoever All I can tell you is that JF is editing the Dismiss Dialogue in the Follower Quest, if SLEN isnt editing that one, it should be fine (if SLEN doesnt need a patch for DF or SubLola it wont need one for JF either)
Jappa123 Posted March 10, 2021 Posted March 10, 2021 Hmm for some reason I can't load JF in ck anymore basically the only mod that cant be loaded, i can load any other mod but not JF for some reason, it crash during load. Any idea why? Thanks!
Scrab Posted March 12, 2021 Author Posted March 12, 2021 On 3/10/2021 at 4:08 PM, Jappa123 said: Any idea why? Thanks! Were you able to find out why you cant load it up? Works completely fine for me, started working on 2 of the new Events today and everything was normal. Do you have the CK fixes?
Shep67 Posted March 13, 2021 Posted March 13, 2021 Hello, I love this mod. I used to play with this mod skyrim LE (Main page "tells" it is compatible) With the latest version i had problems. The npc just standing around and do nothing. I found out it is this mod. Fnis warning: >>Warning: \character\behaviors\FNIS_JoyfulFollowers_Behavior.hkx not Skyrim compatible<< I think i should go to Skyrim SE. Thank you.
Scrab Posted March 13, 2021 Author Posted March 13, 2021 13 minutes ago, Shep67 said: I used to play with this mod skyrim LE (Main page "tells" it is compatible) Link to the LE Version of B2.2 can be found at the top of the mainpage or in the FAQ (why is my start post in this thread different than the one when I click on View File sigh) I cant update the LE version to V3 myself for it requires to generate a new Behavior.hkx which requires FNIS for LE 1
Jappa123 Posted March 13, 2021 Posted March 13, 2021 14 hours ago, Scrab said: Were you able to find out why you cant load it up? Works completely fine for me, started working on 2 of the new Events today and everything was normal. Do you have the CK fixes? Oh thanks, seems like CK fixes, fixed the problem.
Shep67 Posted March 13, 2021 Posted March 13, 2021 On 3/13/2021 at 12:52 PM, Scrab said: Link to the LE Version of B2.2 can be found at the top of the mainpage or in the FAQ (why is my start post in this thread different than the one when I click on View File sigh) I cant update the LE version to V3 myself for it requires to generate a new Behavior.hkx which requires FNIS for LE Thank you, i tried it for myself. Here it is: Edit Sorry my fault. I have only the behavior.hkx FNIS_JoyfulFollowers_Behavior.hkx
Azurawhisperer Posted March 14, 2021 Posted March 14, 2021 So it seems like there's an issue with the recent update of Joyful. It's no longer compatible with Nemesis throwing an error of a missing file. When I uninstall Joyful, the error goes away and resumes it's regular update. Below is the error I'm getting. Checking engine version Engine is up to date Version Code: 2172-9225 Initializing behavior generation Mod Checked 1: nemesis Mod Checked 2: flinch Mod Checked 3: skysa Mod Checked 4: tudm Mod Checked 5: zbap Mod installed: 0Sex_0MF_D Mod installed: 0Sex_0MF_K Mod installed: 0Sex_0MF_M Mod installed: 0Sex_0MF_R Mod installed: 0Sex_0MF_S Mod installed: 0Sex_0MF_U Mod installed: 0Sex_EMF_A Mod installed: _ESG_0ER_F Mod installed: _ESG_0ER_M Mod installed: animatedeatingredux Mod installed: AnimationsByLeito Mod installed: AnimationsByLeito_Aggressive Mod installed: AnimationsByLeito_Furniture Mod installed: Anubs Human Mod installed: BaboApproachRedux Mod installed: DD Mod installed: DD2 Mod installed: DD3 Mod installed: DDSL Mod installed: Defeat Mod installed: FlowerGirlsSE Mod installed: FunnyBizBound Mod installed: FunnyBizFemDom Mod installed: FunnyBizFun Mod installed: FunnyBizGroup Mod installed: FunnyBizNecro Mod installed: FunnyBizRape Mod installed: FunnyBizUn Mod installed: ITortureFramework ERROR(1035): Missing required option File: FNIS_JoyfulFollowers_List.txt Line: 23 Failed to generate behavior
_.Ainz._ Posted March 15, 2021 Posted March 15, 2021 On 3/14/2021 at 2:36 PM, Azurawhisperer said: So it seems like there's an issue with the recent update of Joyful. It's no longer compatible with Nemesis throwing an error of a missing file. When I uninstall Joyful, the error goes away and resumes it's regular update. Below is the error I'm getting. Checking engine version Engine is up to date Version Code: 2172-9225 Initializing behavior generation Mod Checked 1: nemesis Mod Checked 2: flinch Mod Checked 3: skysa Mod Checked 4: tudm Mod Checked 5: zbap Mod installed: 0Sex_0MF_D Mod installed: 0Sex_0MF_K Mod installed: 0Sex_0MF_M Mod installed: 0Sex_0MF_R Mod installed: 0Sex_0MF_S Mod installed: 0Sex_0MF_U Mod installed: 0Sex_EMF_A Mod installed: _ESG_0ER_F Mod installed: _ESG_0ER_M Mod installed: animatedeatingredux Mod installed: AnimationsByLeito Mod installed: AnimationsByLeito_Aggressive Mod installed: AnimationsByLeito_Furniture Mod installed: Anubs Human Mod installed: BaboApproachRedux Mod installed: DD Mod installed: DD2 Mod installed: DD3 Mod installed: DDSL Mod installed: Defeat Mod installed: FlowerGirlsSE Mod installed: FunnyBizBound Mod installed: FunnyBizFemDom Mod installed: FunnyBizFun Mod installed: FunnyBizGroup Mod installed: FunnyBizNecro Mod installed: FunnyBizRape Mod installed: FunnyBizUn Mod installed: ITortureFramework ERROR(1035): Missing required option File: FNIS_JoyfulFollowers_List.txt Line: 23 Failed to generate behavior ima preface this by saying i dont know what im doing and have no clue if this breaks anything cos im a dumbass. BUT i found that if you move this block inside of the FNIS_JoyfulFollowers_List.txt : -------------------- ' ' Sitting on Floor ' fu -a JFSitFloor_Enter JF_SitFloorEnter.hkx + JFSitFloor_EnterInstant JF_SitFloorEnterInstant.hkx + -a JFSitFloor_Exit JF_SitFloorExit.hkx -------------------- Below this block: -------------------- ' ' Alternate Animations ' AAprefix jff ' ' Crawling ' AASet _mtidle 1 AASet _mt 1 AASet _mtx 1 AASet _sneakidle 1 AAset _sneakmt 1 -------------------- somehow this makes it work with Nemesis xD Again i dont know what im doing and waiting for an update from Scrab is the intelligent thing to do, but im impatient :3 1
Scrab Posted March 15, 2021 Author Posted March 15, 2021 21 minutes ago, Azmerai said: Again i dont know what im doing and waiting for an update from Scrab is the intelligent thing to do, but im impatient :3 I have to admit I have no clue about Nemesis or its troubles or how to troubleshoot them. I still have this issue with my arrow not lining up with the bow properly. This flaw in aesthetics makes Archery Gameplay basically impossible for me in a Nemesis setup *shrugz What I can tell you is that solution shouldnt matter to FNIS, I cant remember reading anything about order of those blocks being important in the FNIS docs so it should be an error in Nemesis expecting this sort of structure from the FNIX.txt On 3/13/2021 at 1:08 PM, Shep67 said: Here it is: What LE players need is the behavior.hkx, the .xml is just a temp file used by fnis to create this hkx If you want to do LE users a Favor you better post the entire meshes folder here 2
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