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Posted
3 minutes ago, Fulanoo said:

Once selected it didn't behave as expected (maybe I'm expecting something different than what it should do).

What I expected was that I could select No Pulse as the pulse, Magicka as the driver and select "If stat driven, only active out of combat" so the tattoo would only appear out of combat. And create another tattoo on another slot with No Pulse as the pulse, Magicka as the driver and select "If stat driven, only active in combat" so the tattoo would only appear in combat. Is that how it should happen?

That is the correct expectation with one caveat, for this particular setting in combat only means in combat, the script checks the bool player.isincombat() for hiding or showing, so to make the switch you need to enter combat, not just ready weapons. Have you checked by initiating combat? I've tested this specific combo and it's worked in my testing this far.

Posted
10 minutes ago, iamzip said:

That is the correct expectation with one caveat, for this particular setting in combat only means in combat, the script checks the bool player.isincombat() for hiding or showing, so to make the switch you need to enter combat, not just ready weapons. Have you checked by initiating combat? I've tested this specific combo and it's worked in my testing this far.

I'm a idiot, you're right, I was testing just unsheathing the weapons. I just tested by initiating combat and it worked perfectly.
Sorry for reporting fake bugs.

Posted
1 hour ago, Fulanoo said:

I'm a idiot, you're right, I was testing just unsheathing the weapons. I just tested by initiating combat and it worked perfectly.
Sorry for reporting fake bugs.

It's totally reasonable to assume it would work the same as the OnCombat pulse does, at the time I was thinking it made more sense for the stat part to work as it does for when you're casting spells or mining outside of combat.

Posted
21 hours ago, iamzip said:

It's totally reasonable to assume it would work the same as the OnCombat pulse does, at the time I was thinking it made more sense for the stat part to work as it does for when you're casting spells or mining outside of combat.

I see, you're right, makes more sense this way.

Posted

HI, so i saw that on one of the last year topics  that you said you were going to make  a video on how to use, the mod  did you do it? i'am really dumb for modding and shit, so i am having trouble to use the mod, even while following the step to step guide that you made last year

Posted
5 hours ago, NAVjonta said:

HI, so i saw that on one of the last year topics  that you said you were going to make  a video on how to use, the mod  did you do it?

Sorry to say, no, I haven't gotten to that, I've been working on v0.3 update. I'm planning on releasing sometime this week. With the release I'm going to update the description with more info and some gifs to help demonstrate what things are. Hopefully this will help.

Posted

The update is live.  Please note that PapyrusUtil latest version is required now.  Also made a major overhaul of the download page.

Posted
1 hour ago, MstrN said:

Is there a reason for dots2 loop textures to be in 2K?

Geez, no, I thought I'd dropped those down to 512, sorry about that, I'll fix it first chance I get.

 

Edit: Thanks for catching that, it's updated now.

Posted

Hold on, there's something else.

Since day time overlay dependancy was among the first things I realised I wanted from this mod, it was what I immediately tried - but I've noticed something strange and tried to figure out what's going on myself.
In short, day overlays appearing at night.
I'm in no way qualified to be doing this, so I'm probably talking out of my rear.
I restored "MiscUtil.PrintConsole" calls in night and day scripts, and copied second call from night to day script with only change being "Night" to "Day" to not mix them up.
Day:
day.png.916887b2bf6ce6757f793bc6b51b2e64.png
Night:
night.png.987befa389b65e1134bafe2241a82f47.png

It took me way too long to realise, but I think day script logic should be more different from night, since peak is 0.5, middle of day range, not at it's ends.

This, located in "zao_day_script":
 

    If(time <= 0.75) ; Immediately takes all hours from 0:00 to 18:00 as a viable imput and ignores subsequent checks.
        time = 0.75 - time
    ElseIf(time >= 0.25) ; Since range left from previous check is between 0.75 and 1.0, this goes on as input in the rest of cases.
        time -= 0.25
    ElseIf(time < 0.25 && time > 0.75) ; Ends up completely unused, and actually impossible
        time = 0.0
    EndIf


should be this:
 

    If(time <= 0.75 && time > 0.5) ; Between 18 and 12
        time = 0.75 - time
    ElseIf(time >= 0.25 && time <= 0.5) ; Between 6 and 12
        time -= 0.25
    ElseIf(time < 0.25 || time > 0.75) ; Night range should be "or"
        time = 0.0
    EndIf

 

At least that's what fixed it for me.

Posted
8 hours ago, MstrN said:

At least that's what fixed it for me.

Thank you for this, I missed that one entirely, I'll post an update, thanks for catching these things.

Posted
13 hours ago, MstrN said:


 


    If(time <= 0.75 && time > 0.5) ; Between 18 and 12
        time = 0.75 - time
    ElseIf(time >= 0.25 && time <= 0.5) ; Between 6 and 12
        time -= 0.25
    ElseIf(time < 0.25 || time > 0.75) ; Night range should be "or"
        time = 0.0
    EndIf

 

At least that's what fixed it for me.

I went through and double checked it, and tested with rediculously fast time scale, this logic is correct.  I've fixed the file in the download page, but also here's a drop in fix if anybody doesn't feel like redownloading the whole thing.

 

ZAO day driver fix.7z

Posted
8 hours ago, Adetu said:

Is it okay when I use your papyrus scripts or parts of them for my Fallout 4 mod.

Absolutely, if they can help, go for it.

 

8 hours ago, Adetu said:

For my Fallout 4 mod I am searching for something to change the player's skin colour depending on how much the player is already radiated.

I don't have FO4 so I don't know how differently the engine handles things, but be aware, at least in skyrim, using Game.SetTintMaskColor can cause other things to screw up. I had originally intended to include a skin tint option with this mod but I couldn't get this command or nioverride.addskinoverride to work without issues.  If FO4 has the same issues then your best bet is a set of textures that are just the solid generic overlay color for each body area and using FO4's equivalent to nioverride.addnodeoverrideint / addnodeoverridefloat.

Posted

Hello.

 

I'm tried your mod and had some report.

 

When I used ver0.3, 

 

OnLevelUp

OnSkillUp

OnOrgasm

OnSex

 

did work perfactly. but others(ex: OnSpell) did not work.

 

So, I tried to Ver0.2.

And All pulse events worked perfactly.

 

I'm LE user.

Could you fix that...bug, please?

 

 

PS: I tried ver0.3 SE on Skyrim SE. and I found some bug. mod cannot get Overlay's color. Especially pulse option.

      So, I selected color in pulse option directly, and then pulse event worked well.

      I tried ver0.2 SE on Skyrim SE, too. but I can't found bug like ver0.3. mod get Overlay's color well.

 

PS2: I tested your mod with only your requirements. I deleted all other mods before test.

 

PS3: Are you really use PapyrusUtil Skyrim LE version?

 

Posted
13 hours ago, rucian13 said:

others(ex: OnSpell) did not work.

 

So, I tried to Ver0.2.

And All pulse events worked perfactly.

Is this on a new save or updating on an existing save? Which slots are you trying to get to work?

 

13 hours ago, rucian13 said:

PS: I tried ver0.3 SE on Skyrim SE. and I found some bug. mod cannot get Overlay's color. Especially pulse option.

      So, I selected color in pulse option directly, and then pulse event worked well.

      I tried ver0.2 SE on Skyrim SE, too. but I can't found bug like ver0.3. mod get Overlay's color well.

So did this work in LE but not SE?  The scripts are the same so it would be very strange if it's not working in only one version.

 

13 hours ago, rucian13 said:

PS3: Are you really use PapyrusUtil Skyrim LE version?

Yes, both versions rely heavily on the JsonUtil script in PapyrusUtil.

Posted

 

OK, let's cleaning my report.

 

 

Test Environment

Skyrim LE

SkyUI

UUNP
RaceMenu

RaceMenu Overlays

SexLab
PapyrusUtil 
FISS - technically optional

 

Tested Body Overlay Slot 7 (in your mod 6)

 

LE V0.3

->Start New Game (New Save)

->Get Overlay Color min, max, plus  : Worked

->Pulse Event Check (caution: NOT TESTED ANIM EVENT)

    -> OnLevelUp     : Worked

    -> OnSkillUp       : Worked

    -> OnCombat     : NOT Worked

    -> OnHit             : NOT Worked

    -> OnSpell           : NOT Worked

    -> OnContinuous : NOT Worked

    -> OnOrgasm      : Worked

    -> OnSex             : Worked

 

LE V0.2

->Start New Game (New Save)

->Get Overlay Color min, max, plus  : Worked

->Pulse Event Check (caution: NOT TESTED ANIM EVENT)

    -> OnLevelUp     : Worked

    -> OnSkillUp       : Worked

    -> OnCombat     : Worked

    -> OnHit             : Worked

    -> OnSpell           Worked

    -> OnContinuous : Worked

    -> OnOrgasm      : Worked

 

 

 

Test Environment

Skyrim SE

SkyUI

CBBE 3BA
RaceMenu

RaceMenu Overlays

SexLab
PapyrusUtil 
FISS - technically optional

 

Tested Body Overlay Slot 7 (in your mod 6)

 

 

SE V0.3

->Start New Game (New Save)

->Get Overlay Color min, max, plus  : NOT Worked. So, I selected color and value.

->Pulse Event Check (caution: NOT TESTED ANIM EVENT)

    -> OnLevelUp     : Worked

    -> OnSkillUp       : Worked

    -> OnCombat     : Worked

    -> OnHit             : Worked

    -> OnSpell           : Worked

    -> OnContinuous : Worked

    -> OnOrgasm      : Worked

    -> OnSex             : Worked

 

SE V0.2

->Start New Game (New Save)

->Get Overlay Color min, max, plus  : Worked

->Pulse Event Check (caution: NOT TESTED ANIM EVENT)

    -> OnLevelUp     : Worked

    -> OnSkillUp       : Worked

    -> OnCombat     : Worked

    -> OnHit             : Worked

    -> OnSpell           Worked

    -> OnContinuous : Worked

    -> OnOrgasm      : Worked

 

That's all.

Posted
3 hours ago, rucian13 said:

That's all.

Thank you for being so thorough, I'll have to take a look this evening after work. I did most of my testing in LE with a fairly large load order so anything not working there is surprising. And anything functioning differently between SE and LE is super weird since the only difference is that SE needed the esp run through the CK.

 

Could you please set up 1 slot for each failing pulse condition, save your game, and send me your zao_cfg.json file, located in data\skse\plugins\StorageUtilData folder? The script uses this file to know which spells to add for the magic effects to work, this might tell me if that's where the disconnect is.

Posted
18 hours ago, iamzip said:

Could you please set up 1 slot for each failing pulse condition, save your game, and send me your zao_cfg.json file, located in data\skse\plugins\StorageUtilData folder? The script uses this file to know which spells to add for the magic effects to work, this might tell me if that's where the disconnect is.

 

I redownloaded Ver0.3 LE and SE, and I compared my local file.

 

Then, I found deference in zao_cfg.json.

 

So...I tested all again.

 

LE was same results before.

SE was...all working fine.

 

Here is save file and tested version.

 

SkyrimLEVer0.3Test : Saves

Save 2 : Before Select

Save 3 : OnCombat

Save 4 : OnHit

Save 5 : OnSpell

Save 6 : OnContinuous

 

Tested Ver0.3 LE : The Version when I used to test.

 

 

I don't upload SE save, because as I said, all working fine in lastest version of your mod.

 

SkyrimLEVer0.3Test.7z Tested Ver0.3 LE.7z

Guest AthenaESIV
Posted

That new documentation on the mod page is awesome, thanks Zip! I'm starting to mess around with it now, if I get things looking as I intend to I'll share some screens.

 

Tyty for the update!

Posted
4 hours ago, Tikos_pony said:

iamzip question. In the near future, can you implement separate txt files for easy MCM translation?

I haven't looked into this yet, but that's a good idea, I'll try to get that done.

  • 2 weeks later...
Posted

This mod gets better every day. These new OnAnimCast are really cool.
@iamzip Do you think it'd be possible to add OnSpecificSpell as a pulse trigger and/or OnSpecificMagicEffect as both a pulse and driver trigger?

So the player could set different overlays or just different colors appearing with different spells? That'd be awesome.

Posted
16 hours ago, Fulanoo said:

Do you think it'd be possible to add OnSpecificSpell as a pulse trigger and/or OnSpecificMagicEffect as both a pulse and driver trigger?

So the player could set different overlays or just different colors appearing with different spells?

Something like this could be done for pulsing on a specific spell, but it would probably be best to make that as a separate plugin, that way you can make it for non-vanilla spells too. I think I can modify one of the OnSpell scripts so it would be easy for anybody to set up. I'll look into it.  Different colors for different spells, though, would require additional pulse color arrays, could get really messy.

 

As far as having the anim cast be able to also have a driver, it's definitely possible to snag the overlay before running the animation then putting it back, the issue is the sequence and timing so the transition looks ok.  I haven't experimented much with it yet, but it's on my radar.

Posted
On 3/14/2021 at 6:15 AM, iamzip said:

I think I can modify one of the OnSpell scripts so it would be easy for anybody to set up. I'll look into it.

That'd be really cool.

  • 3 weeks later...
Posted

OK, I threw this together as a proof of concept.  This will add an OnFireBall pulse option that only pulses when you cast fireball spell.  If you'd like to change it to a different spell you just need to do a little bit of CK work and some editing of the json file.  If you want to apply it to a spell added by a mod or one of the xpacs then there's a couple more steps.  If this proves difficult and/or popular I might do a guide with screenshots later.

 

1 - Open the esp file in the CK.  Open the zao_onspecificspell magic effect.  If you want a spell from something other than the base esm then you'll need to load that too.

2 - Edit the properties for the script.  Under the "whatspell" property select the spell you want associated.  Under "thespell" write in "on" + whatever spell you pick.  remember what you put here, you'll need it later

3 - Be sure to save your esp.  Then exit the CK and rename your esp file to whatever you want, easiest thing I think would be to swap "fireball" in the name and replace it with the name of your spell.

4 - Rename the zao_onfireball.json file to zao_on(whatever spell you picked).json.

5 - Open the json file.  The two places it says onfireball replace with on(whatever spell you picked).  Make sure this matches the text string you added to the property in the CK.

6 - Anywhere the esp file is referenced in the json file you'll also need to update to whatever your new esp is named.  Save the file and you're done if you picked a spell from the base game.

7 - If you picked a spell from something other than the base game you'll need to open this mod and the mod for that spell in TesVEdit.  Add the mod with the spell as a master file for this mod.  Then go to the magic effect and make sure the spell form is properly associated with this mod's magic effect.  To do this navigate to this mod's spells and highlight the zao_onspecificspell spell, you'll see the properties section on the right window not far from the top.  Once that's done exit and save.

 

Attached is the SE test file, let me know if you'd like the LE version and if you have any trouble.  I didn't do much testing, just verified everything worked over a few minutes.

 

In other news I'm still working on the localization file, I've never made one before and it turns out there's a lot of unique text in the MCM, but that will be the next thing I put out.

ZAO specific spell test SE.7z

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