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PSQ PlayerSuccubusQuest Easy Transform


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Posted
4 hours ago, Pixel_Errante said:

Hi, apparently with the last update this mod prevent PSQ MCM to pop up in the menu, disabling this fix the issue

Is this a fresh install of this mod or is it an upgrade? If it's an upgrade, from which version? If you start a new game, will the menu show up?

Posted (edited)
3 hours ago, phalancks said:

Is this a fresh install of this mod or is it an upgrade? If it's an upgrade, from which version? If you start a new game, will the menu show up?

 

I'm also having this issue. Brand new install on a brand new save. The MCM won't show up. The energy bar does show up after a bit.

 

Resaver throws the following error:

"This savefile has 1 script instances whose data is missing.

  1. PlayerSuccubusMenu"

That's a new one for me. If I delete your playersuccubusmenu.pex, the MCM will show up. Starting a new save without your script and then saving, adding your script back in, and loading causes it to crash, of course.

 

Edit: I also tried installing 1.3.0 and starting a new save. Same deal.

 

Edited by Explodington
Posted (edited)
1 hour ago, Explodington said:

 

I'm also having this issue. Brand new install on a brand new save. The MCM won't show up. The energy bar does show up after a bit.

 

Resaver throws the following error:

"This savefile has 1 script instances whose data is missing.

  1. PlayerSuccubusMenu"

That's a new one for me. If I delete your playersuccubusmenu.pex, the MCM will show up. Starting a new save without your script and then saving, adding your script back in, and loading causes it to crash, of course.

 

Edit: I also tried installing 1.3.0 and starting a new save. Same deal.

 

What version of Skyrim are you on? I'm not able to replicate the issue on my end. 

 

Edit: I replicated it on LE. I'll have to dig into what's going on and see how fixable it is

Edited by phalancks
Posted
1 hour ago, phalancks said:

What version of Skyrim are you on? I'm not able to replicate the issue on my end. 

 

Edit: I replicated it on LE. I'll have to dig into what's going on and see how fixable it is

 

I'm on SE (1.5.9.7, I think)

 

Even without the MCM, It's still working pretty dang well.  If it's too much of a pain to fix, it's not a big deal as far as I'm concerned.

Posted
3 hours ago, Explodington said:

I'm on SE (1.5.9.7, I think)

 

LE is a lost cause I think, too many changes on the PSQ side between LE and SE, but I uploaded 1.3.2 to split my menu out of the PSQ menu. Idk if it'll work or not but the option is there.

Posted
20 minutes ago, phalancks said:

LE is a lost cause I think, too many changes on the PSQ side between LE and SE, but I uploaded 1.3.2 to split my menu out of the PSQ menu. Idk if it'll work or not but the option is there.

 

The regular PSQ menu is working just fine now. No errors in Resaver. No new menu has shown up in either an existing save or a new one. But, hey. You win some. You lose some. Thanks for trying! I have just discovered that True Form Curse also is causing the exact same problem for me and I know I've had that working before. It must be something that I've updated just isn't playing nice.

Posted (edited)
10 hours ago, phalancks said:

Is this a fresh install of this mod or is it an upgrade? If it's an upgrade, from which version? If you start a new game, will the menu show up?

Sorry for late answer,  was in a fresh new game, upgraded from 1.3.0, the strange things was that with 1.3.0 i was able to load a save in wich everything was pretty fine. Upgraded to last update,i was unable to load a save, so i started a new one, but was unable to see PSQ menu in the MCM.

Edited by Pixel_Errante
  • 1 month later...
Posted

LE player here with version 1.3.3, and this mod seems to be working fairly well for me so far, no major problems to report at least. The only real issue is the MCM interaction not working for me. Any idea what needs to be done to bring that into LE compliance as well? Since without the ability to mark things as No Strip in the MCM LE users have to choose between the cuirass not switching, or all accessory bits also being included in changes since gear can't be excluded. If you don't want to mess with the MCM itself, a spell that added or removed everything equipped except for DDs from the no strip list would be great too.

 

Admittedly, even if I have to double make and enchant some of the accessories I use, not having DD equips break if there's a piece of PSQ armor in that slot makes using this worth it anyway, if slightly inconvenient.

Posted

@Xiaron PSQ's LE menu is way different from its SE menu. So to sort of work around that, 1.4.0 adds an option to separate the easy transform menu back out to its own menu. It has its own issues, mainly duplicate equipment entries, but it should function with LE.

  • 2 weeks later...
Posted
1 hour ago, rxgMavericks said:

If you wanted to add glowing tats to your character on transform, how would you do that, because the tutorial on the original forum doesn’t work. 

That's beyond the scope of this mod, but I was able to find this comment: 

 

Alternatively, my succubus mod, Children of Lilith, is easier to set up the transformation for and has support for tattoos but is currently a bit less featured than PSQ.

Posted

Yeah that’s what I saw earlier and couldn’t get it to work successfully. I also think part of the reason could be because I’m using a custom race as my normal character as well. 

Posted

Thanks for the great succubus life:)

"Drain Value Multipliers" numbers are 0.00, which is causing a problem.

 

For example, you set it at 1.50, but before you know it, it's back to zero.


I'm going to ask around to the mod authors who might be involved.

What could be the connection?

 

Posted
16 hours ago, a117 said:

Thanks for the great succubus life:)

"Drain Value Multipliers" numbers are 0.00, which is causing a problem.

 

For example, you set it at 1.50, but before you know it, it's back to zero.


I'm going to ask around to the mod authors who might be involved.

What could be the connection?

 

Only thing I can think of that could be causing it from this mod is if the MCM code is doing something wrong. I checked the code and the parts that touch the drain multiplier values look right. You can test if it's this mod by installing the separated menu, but I don't think it is. None of my other scripts touch that value.

Posted
2 hours ago, rxgMavericks said:

Ok if i want another mods papyrus script to have an effect when henshin is true how to i reference it?

 

It would depend on exactly what you're trying to do. If you have a script and you want it to do something if you're transformed then adding something like this will work

PlayerSuccubusQuestScript Property PSQ Auto # You'll need to fill this with a plugin.

Function myFunction()
    if PSQ.IsHenshined
    	# Do effect
    endif
EndFunction

You'll need to attach it to something, a player alias or a magic effect for example. Obviously you'll also need to call myFunction at some point, through an event or something.

 

Easy Transform doesn't change any of this from base PSQ. If you instead want to trigger an effect when transform is cast, you should probably add an additional script to the transformation magic effect, or even a new magic effect to the transformation spell. That's probably the best way to maintain as much compatibility as possible.

Posted (edited)

Im getting mad errors when compiling previous mods scripts in creation kit. Most variables are returning not a know user-defined type.

image_2022-08-05_032929863.png

Edited by rxgMavericks
Posted (edited)
8 hours ago, rxgMavericks said:

Im getting mad errors when compiling previous mods scripts in creation kit. Most variables are returning not a know user-defined type.

That one in particular is an skse function, so make sure you have the script sources. You can't use just the compiled .pex files, you need the .psc. Also, with creation kit you need to deconflict the paths it's looking for scripts in. I think with SE it moved to /Data/Sources/Scripts but before that and most mods still use /Data/Scripts/Sources. The path it looks in is configurable in the ini.

 

But, I don't really use the creation kit for compiling scripts. I would very much recommend this playlist by Skyrim Scripting on Youtube for a sane setup. Specifically the VSCode setup is probably the one you need for this.

 

You'll also need to make sure you have all the mod's dependency's source code files available. Even for mods that are listed as optional, if the script references something from them you'll need the source code.

Edited by phalancks
Posted (edited)

How would I do this to a script that extends quests?

PlayerSuccubusQuestScript Property PSQ Auto # You'll need to fill this with a plugin.

 

* Upon further noticing the heshinnscipt isn't compiling either.

 

OHHH, The PSQ scripts are not in the source folder because it was a bsa.

Edited by rxgMavericks

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