LZX127 Posted June 3, 2023 Posted June 3, 2023 Is there a debug mode, command or something that will let me trigger events since i want to view it all? 2
KicklerOfButts Posted June 4, 2023 Posted June 4, 2023 Why on *God's green earth* is the mod designed specifically so you *must* go through tagging armors manually either in the CK or some other 3rd party software just for proper baseline functionality? That's *hours and hours* of tedious work for literally no good reason. Why not simply make an array with all the vanilla armors at pre-defined indexes, then have a further arrays representing each option where each Index corresponds to the vanilla armors array and holding a simple yes/no boolean of whether they have or don't have the keyword? Example:  Quote Array BaboVanillaArmors[TotalCountOfAllVanillaArmors] == Entry 1 is Iron Armor, Entry 2 is Fur Armor 1, Entry 3 is Fur Armor 2 etc. (For example) . Bool Array BaboVanillaArmorsKWD_EroticArmor[TotalCountOfAllVanillaArmors] == Entry 1 represents Iron Armor, Entry 2 represents Fur Armor 1, Entry 3 represents Fur Armor 2 etc Bool Array BaboVanillaArmorsKWD_SLA_ArmorCurtain[TotalCountOfAllVanillaArmors] ==  Entry 1 represents Iron Armor, Entry 2 represents Fur Armor 1, Entry 3 represents Fur Armor 2 etc Then simply have an MCM menu with toggles to set true/false at "Index X" in "BaboVanillaArmorsKWD_WhateverTheKeyword" and have the mod then look to THOSE "keywords" to determine what "keywords" are true for the armors? The above setup would be infinitely easier for the random mod user to actually modify, would make the framework infinitely more modular and unintrusive towards other mods since it no longer has to have keywords hard-added to the outfits *on top of* the fact that it would be ridiculously much easier to create a hypothetical template of the keywords for particular armor mods than it currently is. Since... you know... *currently that's hours of goddamn work manually adding armors one-by-one in a painful process that you might just screw up somewhere and not realize until it's way too late and you no longer wanna bother playing Skyrim.* 2
recroid366 Posted June 5, 2023 Posted June 5, 2023 I cant progress the vice captain story, I talked to the Whiterun Commander and he said he will appoint someone under him, but thats it, Nothing has happened since that point, Any ideas?
Chlodwig Posted June 5, 2023 Posted June 5, 2023 (edited) Can you set up the dificulty of the enemies slower omewhere in this mod... I mean the difficulty is at it is absolutely ridicolous for a new player with level 1 you get attacke by a wolf wich is 10-15 level higher and has 350+ hp or a group of 3 to 4 thugs with minmum level of 25 and 400hp.... sorry but thats not fun to play at all thats just plain stupid. Edited June 5, 2023 by Chlodwig
Slimreb Posted June 5, 2023 Posted June 5, 2023 21 hours ago, recroid366 said: I cant progress the vice captain story, I talked to the Whiterun Commander and he said he will appoint someone under him, but thats it, Nothing has happened since that point, Any ideas? Â Â Have you went by the Guard Barracks near the main gate? I found Commander Caius and the Vice Captain near there talking.
recroid366 Posted June 5, 2023 Posted June 5, 2023 4 minutes ago, Slimreb said:   Have you went by the Guard Barracks near the main gate? I found Commander Caius and the Vice Captain near there talking. I will try that again, but going there hasnt worked in the past Â
recroid366 Posted June 6, 2023 Posted June 6, 2023 17 minutes ago, Slimreb said: Â Â Have you went by the Guard Barracks near the main gate? I found Commander Caius and the Vice Captain near there talking. Edit: Nope nothing, I opened my save and reset the vice captain event, talked to the commander then he gave me the same dialogue saying that he will introduce me to one of his subordinates, and then nothing happens, he walks to dragons reach and continues his day. I dont know what im doing wrong, Ive look in the barracks, Ive looked in the dungeon, the inn, dragons reach, every whereÂ
Slimreb Posted June 6, 2023 Posted June 6, 2023 1 hour ago, recroid366 said: Edit: Nope nothing, I opened my save and reset the vice captain event, talked to the commander then he gave me the same dialogue saying that he will introduce me to one of his subordinates, and then nothing happens, he walks to dragons reach and continues his day. I dont know what im doing wrong, Ive look in the barracks, Ive looked in the dungeon, the inn, dragons reach, every where   I don't remember if I went into Breezehome and rested before going back out and walking around Whiterun before coming across them talking. Sorry I could not be of more help on this matter.
recroid366 Posted June 6, 2023 Posted June 6, 2023 3 minutes ago, Slimreb said:   I don't remember if I went into Breezehome and rested before going back out and walking around Whiterun before coming across them talking. Sorry I could not be of more help on this matter. I found a fix for it, dont know if its a bug or if I was doing anything wrong, thank you for trying though Â
harryscrowtem Posted June 6, 2023 Posted June 6, 2023 On 6/4/2023 at 9:10 AM, KicklerOfButts said: Why on *God's green earth* is the mod designed specifically so you *must* go through tagging armors manually either in the CK or some other 3rd party software just for proper baseline functionality? That's *hours and hours* of tedious work for literally no good reason. Why not simply make an array with all the vanilla armors at pre-defined indexes, then have a further arrays representing each option where each Index corresponds to the vanilla armors array and holding a simple yes/no boolean of whether they have or don't have the keyword? Example: Â The above setup would be infinitely easier for the random mod user to actually modify, would make the framework infinitely more modular and unintrusive towards other mods since it no longer has to have keywords hard-added to the outfits *on top of* the fact that it would be ridiculously much easier to create a hypothetical template of the keywords for particular armor mods than it currently is. Since... you know... *currently that's hours of goddamn work manually adding armors one-by-one in a painful process that you might just screw up somewhere and not realize until it's way too late and you no longer wanna bother playing Skyrim.* i have no answers for you as this whole process is above my intelligence and patience, but after reading the guide about sexlab aroused redux (in the downloads) it says that you can skip all this if needed and just use the naked armor feature in SLAR mcm (if you didn't already know) 1
harryscrowtem Posted June 6, 2023 Posted June 6, 2023 I forgot to enable Baka Motion Data Pack, does anyone know if i could get away with enabling it and continuing my save? ?
kurotatsu Posted June 6, 2023 Posted June 6, 2023 2 hours ago, harryscrowtem said: I forgot to enable Baka Motion Data Pack, does anyone know if i could get away with enabling it and continuing my save? ?  As far as I know - yes, no problem, it's simply modder's resource containing bunch of anims. 1
safado Posted June 7, 2023 Posted June 7, 2023 19 hours ago, harryscrowtem said: I forgot to enable Baka Motion Data Pack, does anyone know if i could get away with enabling it and continuing my save? ?  Yes, need to run FNIS after installing or replacing it, like any custom animation resource. 1
safado Posted June 7, 2023 Posted June 7, 2023 (edited) On 6/4/2023 at 10:10 AM, KicklerOfButts said: Why on *God's green earth* is the mod designed specifically so you *must* go through tagging armors manually either in the CK or some other 3rd party software just for proper baseline functionality? That's *hours and hours* of tedious work for literally no good reason. Why not simply make an array with all the vanilla armors at pre-defined indexes, then have a further arrays representing each option where each Index corresponds to the vanilla armors array and holding a simple yes/no boolean of whether they have or don't have the keyword? Example:  The above setup would be infinitely easier for the random mod user to actually modify, would make the framework infinitely more modular and unintrusive towards other mods since it no longer has to have keywords hard-added to the outfits *on top of* the fact that it would be ridiculously much easier to create a hypothetical template of the keywords for particular armor mods than it currently is. Since... you know... *currently that's hours of goddamn work manually adding armors one-by-one in a painful process that you might just screw up somewhere and not realize until it's way too late and you no longer wanna bother playing Skyrim.*   You can try this. Recommend a Bash or Smash merge patch. The merge patch recommendation is for the case you have a mod that modify vanilla armor values but want to inherit the keywords.  Less intrusive... You can also try wearing one of the "Baka" rings included in the mod, but need to acquire them using console or additem mods.  Easier to try... SLAR MCM has a "Naked Armor" keyword feature that adds "EroticArmor" to the current equipped armor. Use only if the armor does not have any "Baka" keywords. EroticArmor is used as a fallback keyword to activate the mod content.    Edited June 7, 2023 by safado
harryscrowtem Posted June 7, 2023 Posted June 7, 2023 18 hours ago, kurotatsu said: Â As far as I know - yes, no problem, it's simply modder's resource containing bunch of anims. thanks!
harryscrowtem Posted June 7, 2023 Posted June 7, 2023 1 hour ago, safado said:  Yes, need to run FNIS after installing or replacing it, like any custom animation resource. thanks for the help ?
harryscrowtem Posted June 7, 2023 Posted June 7, 2023 @safado sorry to keep pestering you for help, and not trying to take advantage of your willingness to help (as you seem to be one of the few people willing to) but for whatever reason, now the mcm for BaboDialogue isn't appearing anymore ? you dont happen to know what would cause this or what i can do to fix it? Â
safado Posted June 7, 2023 Posted June 7, 2023 (edited) 16 hours ago, harryscrowtem said: @safado sorry to keep pestering you for help, and not trying to take advantage of your willingness to help (as you seem to be one of the few people willing to) but for whatever reason, now the mcm for BaboDialogue isn't appearing anymore ? you dont happen to know what would cause this or what i can do to fix it?   SkyUI tend to do that sometimes. The original code has a limitation of 128 items in the menu list. If you have more than 128 mods that add a menu to SkyUi MCM then anything registering after 128 get pruned and will fail to create the MCM.  There's a fix for that somewhere.  If is not that, because you have less than 128 mods that add MCM menus to SkyUi, then you can try to reset SkyUI to refresh all menus. In console: setStage SKI_ConfigManagerInstance 1 The console command will tell SkyUI to reset and recreate the whole menu list again. Try it in an interior "room" with a few or no NPC. The script will take a while to complete, wait a couple of minutes depending on your hardware.  SkyUI is script based mod and if the PapyrusVM that process the script has a long queue of scripts it will delay or fail to add some menus. Mods that have many dependencies can fail MCM creation if one of the dependencies scripts gets delayed. (sometimes)  Recommend read the SkyUi guide at least the Step3 (patches) and below.   Optional Papyrus performance tweaks. Besides the standard SkyrimSE community patches. In SkyrimSE\AE: Try Papyrus Tweaks NG and enable "bSpeedUpNativeCalls = true" in the ini. (ini is separate download in misc) SSE Display Tweaks: (also download Performance INI) Read description. If you enable On-Screen Display to show FPS, you can add PapyrusVM status too. Spoiler All-in-one solution for smooth FPS-unlocked gameplay. Includes a physics fix, borderless fullscreen performance boost, refresh rate control, highly configurable frame rate limiting, various bugfixes and more.  Edited June 7, 2023 by safado 1
Slimreb Posted June 7, 2023 Posted June 7, 2023 I ran across this same problem of the BaboDialogue MCM disappearing. In my case it was a conflict between a couple different mods. If I had BaboDialogue, SchakenFM, and NFF installed then whichever of Babo or SchakenFM was lower in the load order would not load. I switched from NFF to EFF and that problem went away. 2
harryscrowtem Posted June 7, 2023 Posted June 7, 2023 34 minutes ago, safado said:  SkyUI tend to do that sometimes. The original code has a limitation of 128 items in the menu list. If you have more than 128 mods that add a menu to SkyUi MCM then anything registering after 128 get pruned and will fail to create the MCM.  There's a fix for that somewhere.  If is not that, because you have less than 128 mods that add MCM menus to SkyUi, then you can try to reset SkyUI to refresh all menus. In console: setStage SKI_ConfigManagerInstance 1 The console command will tell SkyUI to reset and recreate the whole menu list again. Try it in an interior "room" with a few or no NPC. The script will take a while to complete, wait a couple of minutes depending on your hardware.  SkyUI is script based mod and if the PapyrusVM that process the script has a long queue of scripts it will delay or fail to add some menus. Mods that have many dependencies can fail MCM creation if one of the dependencies scripts gets delayed. (sometimes)  Recommend read the SkyUi guide at least the Step3 (patches) and below.   Optional Papyrus performance tweaks. Besides the standard SkyrimSE community patches. In SkyrimSE\AE: Try Papyrus Tweaks NG and enable "bSpeedUpNativeCalls = true" in the ini. (ini is separate download in misc) SSE Display Tweaks: (also download Performance INI) Read description. If you enable On-Screen Display to show FPS, you can add PapyrusVM status too.  Reveal hidden contents All-in-one solution for smooth FPS-unlocked gameplay. Includes a physics fix, borderless fullscreen performance boost, refresh rate control, highly configurable frame rate limiting, various bugfixes and more.  @safado your the best ? appreciate your help, I'm pretty sure that i am over the 128 limit, but i downloaded the other links as well just to be safe, one day i hope to be able to play skyrim instead of just tinkering with my mods and loadout, and thanks to you I'm that much closer ?
harryscrowtem Posted June 7, 2023 Posted June 7, 2023 58 minutes ago, Slimreb said: I ran across this same problem of the BaboDialogue MCM disappearing. In my case it was a conflict between a couple different mods. If I had BaboDialogue, SchakenFM, and NFF installed then whichever of Babo or SchakenFM was lower in the load order would not load. I switched from NFF to EFF and that problem went away. thanks for sharing this info, im not using SchakenFM or NFF or EFF but it did seem like once i added a new mod (or mods), the mcm for BaboDialogue disappeared on me, so now i have to figure out which mod(s) that is ?
harryscrowtem Posted June 7, 2023 Posted June 7, 2023 1 hour ago, harryscrowtem said: @safado your the best ? appreciate your help, I'm pretty sure that i am over the 128 limit, but i downloaded the other links as well just to be safe, one day i hope to be able to play skyrim instead of just tinkering with my mods and loadout, and thanks to you I'm that much closer ? -edit- @safado papyrus tweaks ng and ini advice fixed it! mcm has magically reappeared ? low iq mod (users) like myself would be lost if not for people like youÂ
applesandmayo Posted June 7, 2023 Posted June 7, 2023 On 5/27/2023 at 3:03 AM, Kruggar said: I'm not getting the defeat scene from any Babo NPCs. It works when it's any other NPC, but whenever i reach 0 HP from babo npc, it says "You can't continue fighting" but I just get back to full HP, and it keeps happening till I manually surrender. It started after installing the new update, I dont get what's wrong. Can someone help me with this? Â You can up the 'Switch Essential' max value in the settings. I have mine at min: 1, max: 50, and I have 'essential on defeat' in Defeat turned off.
Mercury Nightstime Posted June 8, 2023 Posted June 8, 2023 How do I get events to happen? I believe I have most of the mods needed but the events are not really happening I have played with the settings in the Mods menu but not much as happened any advice? and how do I add keyword phrases to armor? The manual with pictures did not tell me how to get to that editing the armor thing
Spionkreutz Posted June 8, 2023 Posted June 8, 2023 Hello dears Does anyone have a link for - SG hair (for female NPCs) I can't find it anymore and I need it. 1
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