Jump to content

Recommended Posts

Posted (edited)
37 minutes ago, shirtlover65 said:

How do I purge the ESP assets?  I'm not so familiar with using ReSaver.  When I started it though, I got this message: 

 

This savefile has 1 script instances whose data is missing.

  1. babodialogueconfigmenu

 

Normally, "something configmenu" is the name of the script that builds or init the MCM page. It follows Skyui script naming. 

Look for that script "BaboDialogueConfigMenu.pex" in the mod folder in the scripts.  Maybe is really missing and need the mod to be reinstalled or your mod manager is not placing it.

 

The source code shows that the script create the MCM page names and init the setup during save reload.  If it's missing, no MCM or blank pages.

Spoiler
Scriptname BaboDialogueConfigMenu extends ski_configbase  Conditional

Event OnGameReload()
	parent.OnGameReload()
	VerifyMods()
EndEvent

event OnConfigInit()
	PageReset()
	Debug.notification("Babodialogue MCM started")
endevent

Function PageReset()
	Pages = new string[6]
	Pages[0] = "$BaboAppearanceSetting"
	Pages[1] = "$BaboEventSetting"
	Pages[2] = "$BaboDialogueSetting"
	Pages[3] = "$BaboCompatibilitySetting"
	Pages[4] = "$BaboTitleDisplay"
	Pages[5] = "$BaboDebug"
	
	PubicHairString = new String[6]
	PubicHairString[0] = "$BaboPubicHairStyle00"
	PubicHairString[1] = "$BaboPubicHairStyle01"
	PubicHairString[2] = "$BaboPubicHairStyle02"
	PubicHairString[3] = "$BaboPubicHairStyle03"
	PubicHairString[4] = "$BaboPubicHairStyle04"
	PubicHairString[5] = "$BaboPubicHairStyle05"
EndFunction

Event OnConfigClose()

 

 

Edited by safado
Posted
42 minutes ago, safado said:

 

Normally, "something configmenu" is the name of the script that builds or init the MCM page. It follows Skyui script naming. 

Look for that script "BaboDialogueConfigMenu.pex" in the mod folder in the scripts.  Maybe is really missing and need the mod to be reinstalled or your mod manager is not placing it.

 

The source code shows that the script create the MCM page names and init the setup during save reload.  If it's missing, no MCM or blank pages.

  Hide contents
Scriptname BaboDialogueConfigMenu extends ski_configbase  Conditional

Event OnGameReload()
	parent.OnGameReload()
	VerifyMods()
EndEvent

event OnConfigInit()
	PageReset()
	Debug.notification("Babodialogue MCM started")
endevent

Function PageReset()
	Pages = new string[6]
	Pages[0] = "$BaboAppearanceSetting"
	Pages[1] = "$BaboEventSetting"
	Pages[2] = "$BaboDialogueSetting"
	Pages[3] = "$BaboCompatibilitySetting"
	Pages[4] = "$BaboTitleDisplay"
	Pages[5] = "$BaboDebug"
	
	PubicHairString = new String[6]
	PubicHairString[0] = "$BaboPubicHairStyle00"
	PubicHairString[1] = "$BaboPubicHairStyle01"
	PubicHairString[2] = "$BaboPubicHairStyle02"
	PubicHairString[3] = "$BaboPubicHairStyle03"
	PubicHairString[4] = "$BaboPubicHairStyle04"
	PubicHairString[5] = "$BaboPubicHairStyle05"
EndFunction

Event OnConfigClose()

 

 

Copy Pasting BaboDialogueConfigMenu.pex into the babo dialogue folder in Mod Organizer 2, then purging the mod with resaver seemd to do the trick.  Thanks so much for the help!

Posted
2 hours ago, safado said:

 

Normally, "something configmenu" is the name of the script that builds or init the MCM page. It follows Skyui script naming. 

Look for that script "BaboDialogueConfigMenu.pex" in the mod folder in the scripts.  Maybe is really missing and need the mod to be reinstalled or your mod manager is not placing it.

 

The source code shows that the script create the MCM page names and init the setup during save reload.  If it's missing, no MCM or blank pages.

  Hide contents
Scriptname BaboDialogueConfigMenu extends ski_configbase  Conditional

Event OnGameReload()
	parent.OnGameReload()
	VerifyMods()
EndEvent

event OnConfigInit()
	PageReset()
	Debug.notification("Babodialogue MCM started")
endevent

Function PageReset()
	Pages = new string[6]
	Pages[0] = "$BaboAppearanceSetting"
	Pages[1] = "$BaboEventSetting"
	Pages[2] = "$BaboDialogueSetting"
	Pages[3] = "$BaboCompatibilitySetting"
	Pages[4] = "$BaboTitleDisplay"
	Pages[5] = "$BaboDebug"
	
	PubicHairString = new String[6]
	PubicHairString[0] = "$BaboPubicHairStyle00"
	PubicHairString[1] = "$BaboPubicHairStyle01"
	PubicHairString[2] = "$BaboPubicHairStyle02"
	PubicHairString[3] = "$BaboPubicHairStyle03"
	PubicHairString[4] = "$BaboPubicHairStyle04"
	PubicHairString[5] = "$BaboPubicHairStyle05"
EndFunction

Event OnConfigClose()

 

 

What are changeforms?

Posted
On 4/2/2022 at 1:21 AM, safado said:

 

When it happened to me a while ago, using an older version, I used debug recover control and started a dialogue choosing "force greet" option from the list  Maybe your issue is different and these will not work. 

Where is the force greet option?

Posted (edited)
21 minutes ago, chris.90 said:

Where is the force greet option?

 

When a NPC is in force greet mode, the dialogue list from that NPC will have a "force greet" entry in the available dialogue options. The NPC AI is forced to follow the PC and when close enough triggers a dialogue defaulted to the "force greet" entry.   Sometimes the NPC stops before it is close enough to do forced dialogue routed to "force greet" entry, and manually starting the dialogue with the affected NPC and choosing the "force greet" entry resumes the scene.  If it is not shown, then the issue is different.

 

 

I am not sure if it applies, but there are mods that try to stop the NPC from the "hello proximity" comments because some players consider it excessive and annoying. If you have a mod like that, consider disabling it for testing and also re-create the bash/smash conflict resolution patch. The patch may have a copy of the change if it is conflicting with two or more mods.

 

 

 

Edited by safado
Posted (edited)
11 hours ago, WCSC said:

What are changeforms?

 

Save file version of a formID that has been changed during game play.  example: an interior cell formId got something moved or removed,  an inventory got updated by a script.  Most of the time is tracking of dynamic leveled items. If the form get remove from the save the tracking is lost and sometimes break quest or the whole game, it depends on what was tracked.  Interiors content refresh is a changeform entry for that cell.

 

 

Edited by safado
Posted
13 hours ago, shirtlover65 said:

Copy Pasting BaboDialogueConfigMenu.pex into the babo dialogue folder in Mod Organizer 2, then purging the mod with resaver seemd to do the trick.  Thanks so much for the help!

 

If it works maybe is ok, but I hope you mean the PEX from the mod zip files and not the text that I included from the source.  That text will not work as it is, it needs to be compiled into PEX (papyrus bytecode) format.

 

 

Posted
On 4/4/2022 at 9:23 AM, safado said:

 

  1. Download ReSaver
  2. It needs java runtime from oracle.
  3. Open the save with Resaver,
  4. use the text box and write part of the name of the plugin.
  5. Expand the plugin section and right click the mod to be purge.
  6. Choose purge
  7. Save
  8. Try to load in game.

 

If it did not work, try classic clean save but also review in ReSaver for orphans

  1. Disable plugin, start game and load a save.
  2. Create new save and close game
  3. open save in ReSaver
  4. It will likely warn you of orphans records, in the form of
    1. unattached instance: reference without scripts
    2. Undefined elements: FormId references from missing plugins
  5. Click Clean option in the top menu and choose both remove functions
  6. save
  7. enable plugin
  8. try save in game

Maybe it warn you about excess scripts stacks in the active script section.  That is a bad script or improper init, you need to clean save because sometimes purge do not work on those. It could be a buggy script or Skyrim script spam from the register to key 0 issue.

 

Resaver warns about common issue when save is loaded.

 

It is the same for Skyrim.

  Reveal hidden contents

 

 

 

Hi i tried all the fixes that you mentioned in this post but babodialogue mcm menu is still not showing up. Any other fixes to this issue?

Posted
16 hours ago, Wayane said:

Hi i tried all the fixes that you mentioned in this post but babodialogue mcm menu is still not showing up. Any other fixes to this issue?

 

Note: I'm using SkyrimSE 1.5.

 

Do not know.  Maybe babodialogue is not the only mod failing to subscribe to the MCM list.  One can affect the others after it.

There are also limitation in SKyUI for only 128 item each page and that includes the list of mods in the scrollable list. 

There's a patch in a different site, but you have to google for SkyrimSE fix: "SkyUI SE MCM Limit Upgraded to 254 Patch"

SkyrimLE fix, I never tested this one. 

 

Hard requirement:

ZAZ 8+(plus), instead of ZAZ 7 or 8. 

  • There was a bug in SE ZAZ 8+ about bunnies and foxes, not rag dolling after killed. Do not know if LE ZAZ 8+ has that bug.  There is a patch for SE do not know if also for LE.

SL aroused redux baka edition or compatible.

  • Old SLAR v28/29 not compatible
  • SLAX LE is not compatible, with current version of babodialogue.  Keyword list is older before expansion
  • unofficial SLAX SE is compatible.  Modified and patched with New list injected. I used for a long time
  • SL Aroused modular edition 0.5 not sure. Is kind of abandoned, I think
  • new OSL Aroused - Arousal Reborn (only for SSE & AE) 2.x.x is compatible. I'm using it now. The author is in active development, unlike the other versions of SLAR.

Babodialogue will have a lot of broken references if a wrong/older version of a master hard dependency is used. Sometimes will CTD because of it, mostly with incompatible ZAZ version.

 

 

 

Posted (edited)
10 hours ago, ClaymoreZ said:

Can i add keywords in MCM or only choice is go to tes5edit?

 

 

You can try if it is SLAR baka or compatible. I always use the xEdit method. What armor/cloth you want to add the keywords?

 

There are also wearable rings with one keyword each in the mod.   Replace 71 with your "babointeractivedia.esp" position index number in hexadecimal format, it is in 113 in hex 71. 

Use console: player.additem  71A00198 1.  Remember to add how many at the end (1).  Remember, you have to replace 71.

  • "Outfit Style: Pretty" [ARMO:71A00194]
  • "Outfit Style: Sexy" [ARMO:71A00195]  adds fallback keyword EroticArmor 
  • "Outfit Style: Spandex" [ARMO:71A00196]
  • "Outfit Style: Bikini" [ARMO:71A00197]:  adds bikini halfnaked
  • "Outfit Style: Skimpy" [ARMO:71A00198]:  adds halfnaked

 

Easier with the "AddItemMenu" mod if you know how to use that.

Do not know if it works, the ring do not have slots, that makes them multi-wearable.  The function checking the keyword looks for "wornkeywords".  Give it a try.

 

 

 

Spoiler

 

 

Edited by safado
Posted

Has anyone in LED had success in using the SkyUI 254 mod upgrade patch?  I've never known about it until mentioned above

Posted

I run into a issue that after the orcs visit breezhome and do the three rape animations afterwards they just stand there, doing nothing in the house and nothing happens after.

Posted
17 hours ago, Arcanummm said:

I run into a issue that after the orcs visit breezhome and do the three rape animations afterwards they just stand there, doing nothing in the house and nothing happens after.

A lot of people have come across the same. Sorry I dont remember anyone providing a remedy for the situation. Maybe two of us posting will jar someones memory.

Posted

I don’t understand what Magic cursor key does. I was in markarth and it seems like I got the perk for seduction, I tried it on the tavern keeper but nothing special happens except for animations, after them there is nothing, no dialogues, nothing at all, is it supposed to be like this? What processes are taking place at this moment and what should happen as a result?

Posted
On 4/9/2022 at 4:46 AM, anonymous9393 said:

Do the rings work on the latest version? becouse i can trigger the event only with the outfit provided by bakafactory.

 

Many conditional triggers tracking the keywords use the function "WornHasKeyword". The Wiki says WornHasKeyword = "True if something the actor is wearing has the specified Keyword. False otherwise. "   It is used in most dialogues "comments" and some scenes and encounter, also in SL approach events. 

 

The rings included have the keyword, but no slot assignment.  Maybe the function will not validate true if the rings do not have slots.

 

Here is an override patch that adds slot36 to the rings and make it use the gold-diamond mesh.  I can only make SkyrimSE plugins.

SkyrimSE only ESL flagged experimental override:  BaboInteractiveDia - KeywordRings Patch1.esp

 

 

 

 

 

Posted

Erm, why does this mod add two level 35 Mercenaries that do not scale with the players level to the Black Briar's cabin?  Got sent there around level 5 by SBC and kited the bandits around the neighborhood, killing them one at a time, but there were two that I couldn't seem to damage at all.  Opened the console and saw they were level 35 added by BaboDialogue, so I killed them in the console.  I hate when mods do stupid shit like that. 

Posted
10 hours ago, Naps-On-Dirt said:

Erm, why does this mod add two level 35 Mercenaries that do not scale with the players level to the Black Briar's cabin?  Got sent there around level 5 by SBC and kited the bandits around the neighborhood, killing them one at a time, but there were two that I couldn't seem to damage at all.  Opened the console and saw they were level 35 added by BaboDialogue, so I killed them in the console.  I hate when mods do stupid shit like that. 

 

Maybe they are from the Loanshark stuff.  Babodialgue NPC are overpowered by design, to submit the lewd PC during encounters.  The mod has a lite defeat feature that gets interrupted by defeat mods. That why there's a SL Defeat Baka version, for better compatibility.  

 

Here are the instructions to make other defeat mod compatible.

Spoiler

For Modders

 

The mod contains various combat scenes that may interrupt combat mods such as Sexlab Defeat.

If you want to make it compatible with your mod please exclude the faction below in your trigger conditions.

 

Faction BaboDialogueFaction = (GetFormFromFile(0xD58522, "BaboInteractiveDia.esp") As Faction)

 

 

 

Posted

I have 2 questions about the Orc visit questline:

- does anything happen if you let the Orcs wait too long in Breezehome? I forgot about them, then got a message that they're about to kill everyone and teleported to Whiterun. Everything there was normal, nobody dead, Breezehome was empty. Did I encounter a bug, were they bluffing or are they simply coming by to kill everyone later?

 

- after the Orcs shackle my char into the yoke the mod says that I need to get out of it before it's too late. Went to sleep for 12 hours, then ran around Skyrim for a while and nothing happened. Is anything at all actually supposed to happen if you don't take them off and how long does it take? The response by the guards "Really?? You did it again? Come on, Thane, don't be such a slut" was hilarious.

Posted (edited)

Might be a dumb question, but what is supposed to happen during one of BadEnd events? My PC got defeated by a outlaw/thug during road event, left her tied up and got found by 2 other outlaw/thugs. And when they have their way with my PC  and say among the lines like "Let's bring her to our camp", "Haul your ass" or something like that, is something suppose to happen after this or is that it? Cuz for me it just stops there, nothing happens. Tried doing it from MCM BadEnd test, same results. And just want to know if it's something wrong my Skyrim  or is that how it's suppose to be?

 

Playing SE pre-AE version, 

Edited by Futureposer
Posted (edited)
1 hour ago, Lucioyarity said:
  • 25 minutes ago, Lucioyarity said:

Hi there, does someone knows where to find Cbbe bodyslide for the clothes added by this mod?

Thank you!

 

The SE version already includes that.  You probably mean for the LE version, you should specify.  

 

The only version I could find for LE is using COS body. CBBE texture compatible, but mesh is very HD for LE.

You need to modify the included body slide to output meshes to babo folders.

Spoiler
  • Download Tribal Clothe - CBBE HDT-PE LE (Physics).rar 1.1.0

  • Install with modern mod manager.

  • open bodyslide

  • Type "tribal" in Outfit Filter in the top-right corner.

  • Choose "CBBE SE - TribalClothe Top" in outfit/body.  It says CBBE SE because the author was lazy, it is really CBBE COS Skyrim LE.

  • Click the button to "open current outfit in Studio", it is between the first red X and group filter.

  • In Studio, click File/Save Project As...

    • Add something to the name to make it unique, it is better to not overwrite the original.

    • Click, To Project

    • Output File Name: Top

    • Output Data Patch: Meshes\Babo\Tribal Clothe

    • Low/High Weight Output selected.

    • Everything in the "Project" section is already set by clicking "To Project"

    • Click, Save

    • Close Studio

  • Back to BodySlide

  • Choose "CBBE SE - TribalClothe Skirt" in outfit/body

  • Again, click the button to "open current outfit in Studio", it is between the first red X and group filter.

  • In Studio, click File/Save Project As...

    • Add something to the name to make it unique, it is better to not overwrite the original.

    • Click, To Project

    • Output File Name: Skirt

    • Output Data Patch: Meshes\Babo\Tribal Clothe

    • Low/High Weight Output selected.

    • Everything in the "Project" section is already set by clicking "To Project"

    • Click, Save

    • Close Studio

  • Back to BodySlide

  • You need to refresh the outfit list. In the outfit filter where you typed tribal. Click the magnify icon and choose refresh from the pull down menu.

  • Review and build your new outfit, they shoul have the name you gave them during Save as. 

 

 

If the sliders modified/morphs the outfit mesh but not the body, it means you are missing the body reference sliders.  In the case of this mod if CBBE LE do not work then you may need to add the sliders from COS body. 

 

 

 

 

 

Edited by safado

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...