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Posted
4 hours ago, GrimGrim31 said:

Now is the time to request any MCM setting updates.  Post requests here in this forum.

 

I think I mentioned it before, but if you made the super soap no longer supply oil as a component, it would automatically move to the misc section of the Pip-Boy instead of showing up under the junk category. More importantly, it would stop the player from accidentally scrapping super soap from their inventory or workshop when they create something that needs oil.

 

Another idea, could be done as an entirely separate mod of course: leverage Base Object Swapper to randomly replace vanilla bars of soap in the game world with super soap. Similarly, RobCo Patcher could be used to inject super soap into vendor inventories, container loot, corpses... basically ways to find or buy it without needing to always craft it yourself.

Posted
2 hours ago, vaultbait said:

 

I think I mentioned it before, but if you made the super soap no longer supply oil as a component, it would automatically move to the misc section of the Pip-Boy instead of showing up under the junk category. More importantly, it would stop the player from accidentally scrapping super soap from their inventory or workshop when they create something that needs oil.

 

Another idea, could be done as an entirely separate mod of course: leverage Base Object Swapper to randomly replace vanilla bars of soap in the game world with super soap. Similarly, RobCo Patcher could be used to inject super soap into vendor inventories, container loot, corpses... basically ways to find or buy it without needing to always craft it yourself.

 

Yes, we discussed the pros and cons of making the super soap either a miscellaneous item or a junk item.  It is easy to make the soap unscrappable by adding a keyword to it and you can't accidentally put it in a workbench now so it really comes down to which menu section you want the soap to show up in.  I could make a FOMOD for Version 2 that has both options.

 

Are you unable to find any super soap as loot in the Commonwealth?  Vendors should have it too, on occasion.  If you never see it, then another mod is overwriting the Levelled Loot and Vendor Lists for Tiny Basic items.  I could fix that by adding the soaps to those lists via script commands when a new game is started and when saved games are loaded. 

 

 

Posted
11 hours ago, GrimGrim31 said:

Yes, we discussed the pros and cons of making the super soap either a miscellaneous item or a junk item.  It is easy to make the soap unscrappable by adding a keyword to it and you can't accidentally put it in a workbench now so it really comes down to which menu section you want the soap to show up in.  I could make a FOMOD for Version 2 that has both options.

 

Are you unable to find any super soap as loot in the Commonwealth?  Vendors should have it too, on occasion.  If you never see it, then another mod is overwriting the Levelled Loot and Vendor Lists for Tiny Basic items.  I could fix that by adding the soaps to those lists via script commands when a new game is started and when saved games are loaded.

 

Sorry, I didn't realize the mod had added leveled list injection (when I originally tested it I don't recall finding super soaps anywhere and could only craft them). I haven't been using it owing to the fact that I play with Get Dirty's hardcore radiation mode, so had uninstalled it since I needed to use other means to address that. Looking forward to trying it again once super soaps will work like normal soap and CWSS/BYOP showers and tubs in that regard. Thanks for all your hard work on it!

Posted (edited)

If you're not against using the AAF API you could use it's protected keyword list for undressing instead of or with an item form list for the GetPlayerUndressed() function
 

AAF Framework / API / GetProtectedEquipmentKeywords

https://bitbucket.org/dagobaking/aaf-framework/wiki/API/GetProtectedEquipmentKeywords.md#!function-getprotectedequipmentkeywords

 

; to an empty form list
FormList Property _AAFProtectedKeywordsList Auto

Event Actor.OnPlayerLoadGame(actor aSender)
	CancelTimerGameTime(0)
	StartTimerGameTime(1, 0); Restarts the timer
	UnRegisterForControl(MWoWHotkeyID)
	RegisterForControl(MWoWHotkeyID)


	_AAFProtectedKeywordsList.Revert()

	AAF:AAF_API AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API

	if AAF_API
		Keyword[] protectedKeywords = Utility.VarToVarArray(AAF_API.GetProtectedEquipmentKeywords()) as Keyword[]


		int countKeywords = 0
		while ( countKeywords < protectedKeywords.Length )
			_AAFProtectedKeywordsList.AddForm( protectedKeywords[countKeywords] )

			countKeywords += 1
		endwhile
	endIf
EndEvent


Function GetPlayerUndressed()
;	Self.GotoState() == ("UndressEvent")
	EquippedItems = new Form[0]		
	int index = 0
	int end = 43
	Actor target = PlayerREF
	While index <= end
		Actor:WornItem wornItem = target.GetWornItem(index, false)
		If wornItem && wornItem.Item
			Form itemForm = wornItem.Item
			If itemForm
				; if _AAFProtectedKeywordsList is empty then it will always be false
				If (itemForm is Armor) && (_BlockedEquipmentForms.HasForm(itemForm) == False  && (itemForm.HasKeywordInFormList(_AAFProtectedKeywordsList) == False)
					EquippedItems.add(itemForm)
					target.unequipItemSlot(index)
				EndIf
			EndIf
		EndIf
	index += 1
	EndWhile
EndFunction

 

 

 

 

 

Edited by jbezorg
Posted (edited)
6 minutes ago, jbezorg said:

If you're not against using the AAF API you could use it's protected keyword list for undressing instead of a form list for this function

 

It can be done as soft integration using a proxy script too, so that AAF doesn't become a hard requirement for MWoW. You can find examples of doig it that way in the scripts for Milking Human Kindness and Unhealthy Craving.

 

Related, I do a similar soft check for the protected keyword from SAKR 1.1.0 (though that's simpler since you can just wrap GetFormFromFile in a conditional on IsPluginInstalled):

 

Quote

Added new keyword for mods. Keywords with "mFlag" (mod flag) prefix are ones that are intended to be used by mods to flag a certain armor piece to mean something 

  • sakr_kwd_mFlagUnequipProtectedItem (10026BD) - keyword to mark that a piece of armor is protected and should not be unequipped by other mods

 

Edited by vaultbait
Posted (edited)

In the description for version 1.7 it says that there are new animations. I also have the feeling that the washing process takes longer for me now. However, the lady only stands there, unfortunately there is no animation.
Do I need an additional animation pack to enjoy the animations?

 

PS: Strange, animations are there now. That seems to have settled my query.

 

PPS: Sorry, I have to correct myself again. Sometimes I get animations, sometimes not. I can't pinpoint why this is.

Edited by deathmorph
Posted
On 9/5/2023 at 1:06 AM, deathmorph said:

In the description for version 1.7 it says that there are new animations. I also have the feeling that the washing process takes longer for me now. However, the lady only stands there, unfortunately there is no animation.
Do I need an additional animation pack to enjoy the animations?

 

PS: Strange, animations are there now. That seems to have settled my query.

 

PPS: Sorry, I have to correct myself again. Sometimes I get animations, sometimes not. I can't pinpoint why this is.

The animations should always play when taking a shower in the rain or when using dropped super soap.  The animations will not play when using dropped ordinary soap because ordinary soap uses Get Dirty's washing script which has no animation.

 

Posted
On 9/4/2023 at 3:31 PM, vaultbait said:

 

It can be done as soft integration using a proxy script too, so that AAF doesn't become a hard requirement for MWoW. You can find examples of doig it that way in the scripts for Milking Human Kindness and Unhealthy Craving.

 

Related, I do a similar soft check for the protected keyword from SAKR 1.1.0 (though that's simpler since you can just wrap GetFormFromFile in a conditional on IsPluginInstalled):

 

 

Thanks, that is useful information.

Posted
On 9/4/2023 at 3:26 PM, jbezorg said:

If you're not against using the AAF API you could use it's protected keyword list for undressing instead of or with an item form list for the GetPlayerUndressed() function
 

AAF Framework / API / GetProtectedEquipmentKeywords

https://bitbucket.org/dagobaking/aaf-framework/wiki/API/GetProtectedEquipmentKeywords.md#!function-getprotectedequipmentkeywords

 

; to an empty form list
FormList Property _AAFProtectedKeywordsList Auto

Event Actor.OnPlayerLoadGame(actor aSender)
	CancelTimerGameTime(0)
	StartTimerGameTime(1, 0); Restarts the timer
	UnRegisterForControl(MWoWHotkeyID)
	RegisterForControl(MWoWHotkeyID)


	_AAFProtectedKeywordsList.Revert()

	AAF:AAF_API AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API

	if AAF_API
		Keyword[] protectedKeywords = Utility.VarToVarArray(AAF_API.GetProtectedEquipmentKeywords()) as Keyword[]


		int countKeywords = 0
		while ( countKeywords < protectedKeywords.Length )
			_AAFProtectedKeywordsList.AddForm( protectedKeywords[countKeywords] )

			countKeywords += 1
		endwhile
	endIf
EndEvent


Function GetPlayerUndressed()
;	Self.GotoState() == ("UndressEvent")
	EquippedItems = new Form[0]		
	int index = 0
	int end = 43
	Actor target = PlayerREF
	While index <= end
		Actor:WornItem wornItem = target.GetWornItem(index, false)
		If wornItem && wornItem.Item
			Form itemForm = wornItem.Item
			If itemForm
				; if _AAFProtectedKeywordsList is empty then it will always be false
				If (itemForm is Armor) && (_BlockedEquipmentForms.HasForm(itemForm) == False  && (itemForm.HasKeywordInFormList(_AAFProtectedKeywordsList) == False)
					EquippedItems.add(itemForm)
					target.unequipItemSlot(index)
				EndIf
			EndIf
		EndIf
	index += 1
	EndWhile
EndFunction

 

 

 

 

 

Thanks, I will take a look at it tomorrow.  I use the AAF API a lot in other mods.  Not sure if I protected everything in the AAF Form list already but I will review it tomorrow.

 

Posted
6 hours ago, GrimGrim31 said:

The animations should always play when taking a shower in the rain or when using dropped super soap.  The animations will not play when using dropped ordinary soap because ordinary soap uses Get Dirty's washing script which has no animation.

 

 

I only use super soap. The animations are now almost always displayed, but very rarely not.

Posted
19 hours ago, GrimGrim31 said:

Thanks, I will take a look at it tomorrow.  I use the AAF API a lot in other mods.  Not sure if I protected everything in the AAF Form list already but I will review it tomorrow.

 

 

?

 

Seems to be working fine ( finally got scripts to compile in MO2 )

 

Created an empty form list.

 

Added the formlist property and check to _CumCleaningSoap & _BodyCleaningQuestExtender

 

Updated the OnPlayerLoadGame event and the GetPlayerUndressed functions.

 

 

Posted

I finished the Version 2.0 update for MWoW today.  These are the significant changes:

 

  • Uses an MCM setting to switch between keeping super soap in your inventory as Misc or Junk.
  • Uses AAF Protected Equipment keywords as well as Skimpy Armored Keyword Resource (SAKR)'s protect keyword to prevent the undressing function from removing clothing items that use those keywords.
  • Uses Get Dirty's own script to remove the Get Dirty radiation hazard so you can play Hard and Dirty and still enjoy your brightly colored super soap.
  • Adds super soap to a few Levelled Item lists via script injection so other mods that use the same lists do not overwrite the soap.
  • Limits undressing to Biped Slots 3-15.  I had expanded it in a previous version to the full 44 slots but that seems to have caused more harm than good.  It didn't help that I had forgotten it.  This probably means you will keep your hat on now when you wash as well as all of the special things added by other mods in unusual biped slots.

There is still one week to make any further changes before I publish MWoW 2.0 on the 15th of September.  I will playtest the mod until then.  I still have to download SAKR and try the keywords protection.

 

Thanks to everyone that provided suggestions and inputs.  Thanks double to vaultbait for the script functions and info on formIDs for the SAKR keyword.  All of that reduced my work by hours.

 

 

Posted
23 minutes ago, GrimGrim31 said:

Thanks double to vaultbait for the script functions and info on formIDs for the SAKR keyword.  All of that reduced my work by hours.

 

Thanks for the coming update--I can't wait to give it a try!

Posted (edited)

MWoW 2.0 esp version is uploaded as a 3.6 mb zip file.  It might be a while before I do the esl version.

 

I did not get to exhaustively check that the AAF and SAKR protection keywords work.  If anyone uses them with MWoW 2.0, give us some feedback on whether the keywords prevent your clothing items from being removed during washing.

 

Happy washing!

 

Edited by GrimGrim31
Posted
46 minutes ago, deathmorph said:

 

Thank you for the update. Can I update normally or do I need a clean save?

It should work with your existing save but you may have to use the MCM to reinitialize.

  • 2 weeks later...
Posted
6 minutes ago, deathmorph said:

Sorry, have to report a bug. I got the message that the radioactivity was starting, but washing it (even several times = couldn't fix it).

 

You're not running anything that patches Get Dirty, are you? In particular, the Get Dirty Extra Effects patch is made for an older version and has never been updated (some day soon I'll post a fixed version of that to Nexus since it seems like its author has gone missing long ago).

Posted (edited)
16 hours ago, vaultbait said:

You're not running anything that patches Get Dirty, are you? In particular, the Get Dirty Extra Effects patch is made for an older version and has never been updated (some day soon I'll post a fixed version of that to Nexus since it seems like its author has gone missing long ago).

I installed the patch because you gave me it for the effects.

 

I'll uninstall the mod completely and reinstall it after a clean save. And with the effects I'm waiting for your release on Nexus.

 

PS: Reinstalling from a clean save apparently helped, cleaning works again.

Edited by deathmorph
Posted
3 hours ago, deathmorph said:

I installed the patch because you gave me it for the effects.

 

I'll uninstall the mod completely and reinstall it after a clean save. And with the effects I'm waiting for your release on Nexus.

 

PS: Reinstalling from a clean save apparently helped, cleaning works again.

 

Oh, if I gave you one via private message, that was a test plugin updated to work with the latest Get Dirty so should be fine. It's the published version of Get Dirty Extra Effects that breaks current GD.

  • 4 weeks later...
  • 4 weeks later...
Posted (edited)

How can I conjure up a bar of "improved" soap in my cell in DC (CaP Mod by Flashy)? Otherwise my actress will inevitably die of radiation ^^

 

PS: the soap would have to appear in front of my character, not in inventory. I don't have access to the inventory in prison.

Edited by deathmorph
Posted
13 hours ago, deathmorph said:

How can I conjure up a bar of "improved" soap in my cell in DC (CaP Mod by Flashy)? Otherwise my actress will inevitably die of radiation ^^

 

If you mean immersively, not using additem in the console or something like ESP Explorer, a very small mod could add a soap dispenser like the one I put in the captive area in Milking Human Kindness. The next version will even have soft integration to dispense super soap if MWoW is installed, feel free to reuse that dispenser script.

 

Or are you looking for a way to not have soap confiscated from your inventory when you're imprisoned? Maybe CaP has a keyword you can apply to the soap forms from MWoW with RobCo Patcher or a simple ESPfe plugin (I don't use CaP so I don't really know).

Posted
19 minutes ago, vaultbait said:

If you mean immersively, not using additem in the console or something like ESP Explorer, a very small mod could add a soap dispenser like the one I put in the captive area in Milking Human Kindness. The next version will even have soft integration to dispense super soap if MWoW is installed, feel free to reuse that dispenser script.

 

Such a soap dispenser as a minimod added to the prison cell in DC would be ideal for immersion. CaP has already added toilet (AN2) and sink (drinking).

 

Thank you very much for that in advance. However, the soap should not be added to the inventory. I don't have access there. It is best to wash it directly from the soap dispenser.

 

In the meantime, as a workaround, I will use the placeatme command with the Supersoap's FormID. A test showed that one is spawned directly on the player that I can use. It's not immersive, but at least my character doesn't die anymore.

Posted
35 minutes ago, deathmorph said:

the soap should not be added to the inventory. I don't have access there. It is best to wash it directly from the soap dispenser.

 

Oh interesting, CaP prevents you from accessing your inventory while you're in jail? It removes your Pip-Boy, I guess? Yes that does make things more challenging. Since the soap isn't a consumable but, rather, effectively a placed activator, a solution would need something different than how my dispenser script works. I suppose a new stationary activator could be placed in the cell (for example, reusing the soapdish static's mesh), with a version of the soap script attached. I haven't looked at MWoW's scripts to see if they'd be suitable for a stationary activator instead of a miscitem though.

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