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@LongDukDong, I would help you some more  but, I just started Fallout 4 for the first time with a heavy modded game  the first game (save) no CTD(s) Years of modding 
Morrowind/OpenMW , Oblivion and Skyrim LE/SE (I don't have AE) taught me well. But, I'm off to bang some synths. 

Edited by sunhawken
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4 hours ago, sunhawken said:

But, I'm off to bang some synths. 

ROFL.

Um, Other options are in planning... something that may not exactly be 'actor' related, but certainly helpful in-game.  Spent all day, but on well over 120 frames ... DONE, but not yet set for release.

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A serious 'huzzah'

BUMP to 2.5

 

This bump takes care of a problem that didn't occur in the earlier Pluggy edition of the mod because the pluggy edition was able to erase detected HUD objects and keep things clean upon game reload.

 

Up until now, there was an issue with the MenuQue edition of the mod if one was to reload a game while already playing. If you chose to escape out of your current game by hitting the ESC key and then load an earlier save, your already running HUD display would stay on screen and not erase.  At the same time, your reloaded game would kick in and re-initialize a brand new HUD, essentially drawing itself over the old edition. Unfortunately, the two would mesh together and appear as a mess.

 

As of now, I learned a new technique so DukkyActorHud now detects if one was in-fact restarting or reloading a saved game if you had not previously exited Oblivion first.  So if you have been playing already, and the HUD graphics already loaded, the mod will now skip re-generating new graphics as they are already prepared.

 

No more double-up!

 

But that's not all!!!!

 

The INI file is now a bit larger, because you are now able to control the opacity/transparency levels of each individual HUD system. And I fixed an issue with the DRIVES system where I neglected to add the code so one can control the scale of the graphics... essentially not working. 

 

And I added two different styles of CLOCKS!  Seriously, it was annoying wondering what time it was without consulting my quest menu or the like...  And so, you have a choice of two different clocks from which to use (screenshots showing both the analog dial and readout clock).

 

Also, the content of the Menus folder has changed, learning a bit more on how to make those .xml files. And obviously, the .bsa now has more graphics for the clock... and a bit of a more pronounced sepia border around a couple more glyphs.

 

MORE TO COME... mebby?

 

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Cool thing, but I don't like the design of the watch, also there are many letters in the book...

 

I think if you created some kind of love quest (like Sex and Lovers by RSV) and implemented that thing in there or with it, it would be logical.

Edited by TDA
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The clock can be switched over to a digital clock design by setting the ClockType value within the INI to 1.  Or if you don't like the face alone, the image is a 180x180 file named 'dah_clock_face.dds' within

Data\Textures\Menus\LDD\DAH\Clock

 

Just saying if you wish to make a manual mockup for a replacement.  I'm thinking of having a graphic checklist for would-be graphic suppliers as it were.  And it's not going to be the only non-actor item within... assuming I can figure out the options I want.  Granted, it would be an exceptional boon if you're lost, and perhaps useful for betatesters too...  hehehe...  Plaaaans...

 

As to 'many letters' in the book, you mean the glyph guidebook by that Orc from the Fighter's guild?   Heh... who knew orcs were this literate?  Maybe she's related to Bugak of Leyawiin's Southern Books???  Maybe??

 

(In case no one noticed, anyone nearing invisibility.... 90ish percent or higher ... does not give a read at all ;) )

 

♦       ♦       ♦

 

THOUGHTS ON GUILD OPTIONS:

I have one 64x64 block set aside for the Oblivion classic guilds (Fighter/Thief/Mage/Brotherhood).... this assuming an NPC could somehow be part of MORE than one guild.

 

I am thinking of something similar for Shivering Isles, though not too sure what that would be, the Knights of the Nine, and perhaps distinguishing the Blades.  Again, there's the option that you MUST be a member to recognize them as I have set for the default guilds. 

 

Thinking 'official' guild relations here unless the guild is part of a 'framework' mod rather than a quest mod... so no Crowning Isles factions like SOAP or SIRENS.

 

LOVERS SEX SENSE - What's Left:

The latest version of LoversSexSense distinguished certain NPCs as 'hiyoko', whether they be generated from the MBP or Non-MBP edition of HiyokoGenerator, and even if the player was indeed the sire (or distantly related).  Perhaps to add that back in.  It'd be a breeze.

 

MOD FLAGS ON MY MIND:
Of framework mods, I already have LoversSlaveTrader covered.  But I'm still contemplating the 'Cannot be Raped' glyph if one has LoversRaperS.  The flag exists since ... maybe even BEFORE the Wappy edition.  So no issues with backwards compatibility there.  And for LoversHooker, a simple flag indicating if the Actor is a designated 'Friend'.  That flag has existed since... at least Gaebrial's version.

 

♦       ♦       ♦

 

Any thoughts?  I won't cover quest mods, so anything from Bravil Underground, through LoversGGBlackmail to Elseweyr Aequina or Order of the Dragon are out.  But a Vanilla-based option I might have missed would be good.  Note that I don't have all the DLCs, only the Oblivion/Shivering/Knights pack.

Edited by LongDukDong
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29 minutes ago, LongDukDong said:

The clock can be switched over to a digital clock design by setting the ClockType value within the INI to 1.  Or if you don't like the face alone, the image is a 180x180 file named 'dah_clock_face.dds' within

Data\Textures\Menus\LDD\DAH\Clock

 

Just saying if you wish to make a manual mockup for a replacement.  I'm thinking of having a graphic checklist for would-be graphic suppliers as it were.  And it's not going to be the only non-actor item within... assuming I can figure out the options I want.  Granted, it would be an exceptional boon if you're lost, and perhaps useful for betatesters too...  hehehe...  Plaaaans...

 

As to 'many letters' in the book, you mean the glyph guidebook by that Orc from the Fighter's guild?   Heh... who knew orcs were this literate?  Maybe she's related to Bugak of Leyawiin's Southern Books???  Maybe??

 

 

I understand about the clock

 

As for books, it's a joke, I don't read books, I just write them.

But, I would look at books with pictures, preferably animated 3D,,,

 

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On 6/9/2022 at 1:20 AM, TDA said:

But, I would look at books with pictures, preferably animated 3D,,,

Okay... um... pictures in a book ... that are ... animated?  I'd love to know how to do THAT in a freakin book.  But that's separate for this issue.


Currenty, I am doing more tinkering.

 

First, I added a Hiyoko Detection feature.  So if you are talking to an Argonoid that is built-into a mod, he or she is Argonoid.  Fine enough.  But if it was a brat generated by a Hiyoko Generator, you get... a baby pacifier glyph to show.  The color scheme is a perfect sepia like other Oblivion glyphs if it is a normal hiyoko.  Golden colored if it is YOUR brat. And its kinda silvered blue if this tyke is your grandkid down the line.

 

I also added two more sub-Flags, so you don't just have Essential, and so on.  The new flags are 'Guards' based upon a Mythril Helmet glyph and an "Evil" glyph that looks like a dark burgundy skull.   Vampires and slavers certainly show that glyph up.

 

With the number of graphics showing, I had to make a new option in the HUD core, that option is glyph layering.  You see, each rendered item in the hud must be on a different layer... 1, 2, 3, 4... 25,,,   A bit of a nuisance, but I cannot have the Tamago Womb glyph on layer 5 and the Gender glyph on layer 5 as well.  Despite them being in different locations, one would cancel the other out.  And yes, there are a LOT of glyphs to worry about.

 

I'll be rewriting the INI file in the future to accommodate the HUD Layering feature, so YOU can set your preferred glyph layers as well as their arrangement.

 

Grr.... one thing I DID want to put in, but can't... your current location.  :persevere:  *sigh*  I wanted to have it appear (perhaps below or above the clock?) the name of the current cell you were in (like  Bravil Plaza) and optionally the  Cell's X/Y coordinates.  This woulda been a boon for developers and betatesters.  But I found no OBSE command that returned the string name of a cell

 

Also, if placement seems ... odd....  I understand.  With Pluggy, the X/Y coordinates were perfect.  With MenuQue, placing items seems to be pretty much off.  The instructions claim that the X/Y locations are pixel based, but I personally haven't seen that.  Setting a clock of 180px wide to be in the upper right of a 1024x768 screen should let an x-coordinate of 844 work fine.  NOPE!  Not on my end.

 

Perhaps MenuQue isn't fully set up to handle higher-end graphic drivers with larger screen capacity?   That's my theory and I'm sticking with it.

 

So now...  off to work....  Not sure when the next release will arrive.

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Found a minor issue with this mod. Whenever I hover the cursor over any NPC, the error "Could not extract Function script in Call statement" appears in the console. Visually the HUD seems to still display all of the information correctly. If I remove the mod, no error. It might be something with either xOBSE or a small conflict with NorthernUI. Don't know.

This happens on v2.5 MenuQue version. v2.5 is the first version to be installed.

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I might have solved that issue just now.  :D   Did some major work today.  Meanwhile, some shots of my family.

 

 

This is my Beautiful daughter.  Sure, she is a Vampire, but is very much an innocent, save for the issue where she was attacked.  Because of that, she was with child.  NEW ICONS:  Golden Pacifier suggesting Player Child with attached Full Grown figure on side. 

 

Oh, and I certainly need to keep her safe now... she's in that ... zone where some guy could get her in the family way again. :|

Spoiler

Daughter.png

 

 

 

 

This is my beautiful grand-daughter. As you can see, she got her looks from her lovely mother. She is as pure as the driven snow and untouched.  One can see that she is not to be raped... AT ALL!!!!  Hence the glyph of a skull representing Molag Bal with the X across the top. And the reason for this is because she is underage.  Notice that her pacifier Hiyoko token is a silvered hue? Well, look at the figure at its side... not as tall, indicating she is still a teenager.

 

Hey!  YOU!   IN THAT WINDOW!!!! I KNOW WHO YOU ARE!!!!  KEEP AWAY FROM MY GRANDDAUGHTER!!! :rage:

Spoiler

GrandDaughter.png

 

 

 

 

This little girl.... she's adorable!!!  She's not mine or anything, but she's so damn CUTE!  And yes, she is definitely underage and no one better try anything with her.  Unfortunately, this may not be the case when she grows up.  If you look at the glyph indicating that no one can rape her, there is the MACE of Molag Bal behind it.... she was borne as a slave.  :bawling:   So sad.  Maybe someone will free her?

Spoiler

BorneAsaSlave.png

 

 

Yes, the pics were takin with a 1024x768 resolution as that is the ... assumed default since TamagoPlayerHud way back when.  I still need to rework the INI file to be.... better.  But the coordinates for the download are just fine.  Now to ensure they perfectly match defaults, set up the new options into the INI checking system, work out a much better 'Book' for the glyphs, and compile the .BSA.  

Oh... joy...  But that will be after a couple days.

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8 hours ago, LongDukDong said:

Okay... um... pictures in a book ... that are ... animated?  I'd love to know how to do THAT in a freakin book. 

 

Probably not for READ mode .

But when you look outside, 3D is possible, the textures (outside) are also animated, but they are not visible, normal maps cannot be applied to the pages wiyh text.-controller, but the animation works.

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1 hour ago, Sladen2019 said:

Is TamagoPlayerHUD compatible with this mod ?

Ya kiddin?   I use both at the same time!  :D    No dating my daughter, dude... ;)

 

Hrm... and dang.  Sounds like no luck animating the glyphs in the book.  That'd woulda been awesome.

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On 6/10/2022 at 8:18 PM, LongDukDong said:

Oh... joy...  But that will be after a couple days.

The next version of the HUD will take a bit ... longer... to release than previously expected.


There is a major MAKEOVER in certain systems.   Every Glyph Icon, whether it be Rape, Guilds, Sex History, the Tamago Sperm, etc... will all be a full 64x64 graphic.  If you were to extract the Fighter's Guild Glyph from the .bsa, you would see it is a 64x64 file, but with a more diminutive 32x32 image within... pre-scaled.   No longer will this be the case. All glyphs will be fully crisp in 64x64 glory.  Perhaps the only noted exceptions MIGHT be the Egg/Ovum portion of the Tamago HUD.  However, the SHIELD indicating that the target has contraceptives has now been radically changed.

 

As you may know, some 'sub-level' glyphs are tied to a main glyph.  Again, the Tamago HUD has a glyph to indicate sperm, another to indicate contraceptives use.  This "WAS' the same for the GUILDS glyphs... but no more.  Each available Guild glyph can be positioned how you will want,... 2x2 formation as normal, in a single straight horizontal line... whatever.

 

Meanwhile, the 'Denied' glyph.... (aka 'LAPF sex is barred')... used to be tied to either the Gender or Tamago HUD.  Nope... you can place it where you want.  HAH... you could position it where your crosshairs are for all I care.... so you know who to get busy with!

 

And yep, the INI is going to be going through a makeover... and a streamlining procedure.
 

Edited by LongDukDong
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A MAJOR VISUAL HUD

BUMP to 3.0

 

New rewrites to the code, new values added to track, and new options to add... This edition will require a fresh game.

 

Apologies that it took so long to have a new version, but the muse interfered.

 

You may now track more Guild factions, not just the basic vanilla four of the traditional Cyrodiil guilds. Now, you can see Glyphs for the Blades, factions from the Shivering Isles, and even the fabled Knights of the Nine if you are so inclined.

 

For those of interest, there is support for GenderBender, so you can see if an NPC may have been 'changed' by the spells within the mod, or the NPC's sexual preference.

 

And if you are using the Tamago/Hiyoko combination, you may now be able to identify and separate Hiyoko generated from other NPCs that use the x117 or like races.  Support for LoversHiyokoShooter adds the ability to see if the Hiyoko is actually yours or not.

 

Of course, all these HUD options are completely optional.

 

The glyph that suggests that sex cannot be performed with the NPC, a LAPF feature, is no longer 'fixed' to be above the Gender or Tamago HUD display, now able to be positioned where you wish and over whatever HUD option you wish.  Likewise, a no-Rape tokan for LoversRaperS support was added.

 

I performed rewrites to the whole INI file for ease of use, and reworked the 'prefab' files in the Menus folder, so the Menus files indeed need to be replaced.

 

And the in-game book by Bumph gra-Gash is now larger than ever. But be warned that it contains full-color adult imagery (orc porn) and content within as she relays how she first gained the sight as she calls it, and her decision to honor her Clan duties.  I did some research to keep the tales marginally lore friendly... apart from references to 'Children of Cyrodiil' by Emma.  It added a little flavor.

 

:D  If I upgrade it once more, the tale of Bumph may be forced to grow.  Hehe... maybe she'll end up being published by Trippy the Squirrel's Book Production company. :tounge_wink:

Edited by LongDukDong
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Just did a quick check without TC/HC enabled to check position and such. The default scales are right on for my big monitor. But as expected, gonna have to reposition the icons. I’ll start that in the morning while I wait for comments on my PI Update. And I will enable TC/HC to see what the new glyphs look like.?

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Looking good!  ?

 

Except for the analog clock, which I will explain below, for now only adjusted the x coordinates. The last time I had to use 3400 as the max. This time it appears that 1600 is the equivalent same position. There may be just a slight amount of clipping on the bottom of the Race name by the Guild glyphs, but not enough to be an issue. I did have to change the Race name display width to get all of MoonShadow to display. The y coordinates I will probably drop a little, but pretty good initial placement.

 

With the analog clock set at a scale of 1.0, 1500 about max, at 0.75 and 1600 it clipped off screen, so maybe 1550 when scaled down. Didn't try the digital.

 

Only thing that occurred to me was maybe add a ‘Hot Key’ to turn the entire display on and off. I know opacity can be adjusted, but around a large number of npc’s, sometimes the display is annoying when just looking around and the cursor has to go across so many.

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You may notice that the settings in the INI file for Race names now includes a maximum 'WIDTH' setting.  You can set it to be wider if you wish, or thinner if so desired. Some race names are humongously large (is that a word?) and will clip unless you apply a ridiculous amount of space. 

 

The positioning...  According to the documentation for X/Y coordinates:

Quote

X,Y (Numeric) The coordinates (in pixels) of the upper-left hand corner of an element. These coordinates can be absolute or relative to the position of the parent element (see Locus). For text elements, this marks the "root" position (see Justify).

This from the actual wiki page on MenuQue, but it seems pretty borked to me and I haven't gotten anything exactly right using straight X/Y coordinates with MY monitor display... have you?  I mean, a 180px wide analog clock should set properly in the top right corner at (844, 0).  But Nooooooo, it can't be allowed.

 

I'm probably going to HAVE to examine something like the HUD Status Bars mod to see how they arranged actual coordinate positioning... if any magic exists.

 

 

8 hours ago, Melamkish said:

Only thing that occurred to me was maybe add a ‘Hot Key’ to turn the entire display on and off. I know opacity can be adjusted, but around a large number of npc’s, sometimes the display is annoying when just looking around and the cursor has to go across so many.

A good idea... one worth implementing.  But I also need to make sure it works with another thing I need to fix... that being that the HUD should vanish if the Lovers 'SEX' token is being carried by the player. 

 

And if you caught a mention in the Tamago HUD section, I mentioned you cannot 'Count' how many Tamago items the NPC in front of you have...  She may have double-ovulated, but you can't tell.  I got an idea on that too.  Afterall... this was initially a Tamago 'actor' HUD with TamagoClub being the foundational system to check.

 

Are there any other VANILLA things to also test for? :cool:

 

And did you enjoy the book? :tounge_wink:  I spent some time looking for (in)appropriate art.  If any Imperial Guards dressed like THAT showed up... yeaaah...

Edited by LongDukDong
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1 hour ago, LongDukDong said:

And did you enjoy the book?

I opened it, but haven't read it yet. I've been consolidating my notes for the next round after everyone has checked the update file.

 

As to MenuQue, etc, will continue to watch for these updates and try to give some feedback. It was the ini setting for race name width that I adjusted, so that worked well.

 

I'm off to the PM message section to go thru and make sure I copied all the tips I need for the next round. Sometimes I read and come back later to copy.

 

Just came back to say I read the book and it is AWESOME in all respects.?

Edited by Melamkish
Add Book comment
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20 hours ago, Melamkish said:

Just came back to say I read the book and it is AWESOME in all respects.?

 

I'm going to have to do a little... rearrangement of chapters. For....

 

 

20 hours ago, LongDukDong said:

A good idea... one worth implementing.  But I also need to make sure it works with another thing I need to fix... that being that the HUD should vanish if the Lovers 'SEX' token is being carried by the player. 

DONE.  Current hotkey in the INI is 'M', and the INI has a list of a good over 100 keys you can choose (for end-user convenience).

 

 

20 hours ago, LongDukDong said:

I mentioned you cannot 'Count' how many Tamago items the NPC in front of you have...

DONE TOO.  Two ways to display the count.  One line that could read "0-1-1" indicating she's in luteal and just got one embryo implanted, the other fertilized ovum not yet implanted...  Or have each 'count' able to be displayed at their own coordinates... you could stagger them vertically.  And the 'font' options for these are much the same as for the Race Name Display option.  Just no shadow behind the text.  And if there's none carried?  No display.

 

 

Now to see if Ms gra-Gash is busy.  I understand she had issues back home. ;)

 

 

 

 

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A MASTERFUL

BUMP to 3.5

 

You asked for it.  You got it.  The HUD system now has a customizable Hot Key which lets you activate or deactivate the display whenever you wish.  The feature will also enable and disable the built-in clock as well.  Currently, it is defaulted to [ M ].  But this is something that you can change.  And within the INI file, I presented a list of available key-codes that you may wish to use.  That way, you wouldn't need to look up the wiki to figure out what key-code to use for your preferred key.

 

And for users of the LAPF system, the HUD will automatically vanish when one is engaged with "Lovers with PK" sex.

 

Meanwhile, I did mention that "you cannot 'Count' how many Tamago items" was carried by an NPC, this particularly pertaining to ovums, fertilized eggs (or zygotes), or implanted egg clusters (blastazoids).  Well, the option to have them counted is now available by activating a simple switch.  And you have options on how they are displayed as well.

 

Now for those

that love the prose...

 

It appears that Elsweyr Books will no longer be publishing further editions of "The Wisdom of Seeing" by Bumph gra-Gash.  Parents groups and community activists were outraged and Mr. Gadran Woodsley, the current owner of Elsweyr, was forced to end his contract with Ms. gra-Gash. 

 

Mr Woodsley stated, "We believed the original intent of the tome was to enlighten the readers of a peculiar condition they thought they suffered, and to assist them in governing this new ability. It was regrettable that Ms. gra-Gash chose to relay additional content we unintentionally published. The original tale she gave, while supplying some measure of context, had now degenerated into erotica which is against policy that our dear grandfather Dunyval stipulated was out of our bounds."

 

However, Ms. gra-Gash's journal was picked up by Condom House Publishing, and the third edition of the renown journal by this young authoress was released and in full-color print. Let it be known that she performed some rewrites to her tale. As to whether she would return for a fourth edition, that may be an issue with her recent drama.  In any event, we wish her well.

 

Edited by LongDukDong
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A MODEST 'OOPS'

BUMP to 3.6

 

While no error would be reported by version 3.5 uploaded just hours ago, it did have one nonetheless. In this, the latest feature which allows the player to see the number of ovum-by-type would not actually function.  This was due to negligence as the package for version 3.5 did not include updated menu .xml files to include the new feature's structure.

 

The package for version 3.6 now fixes this oversight and contains the latest .xml files for the HUD menus.  It is essentially the only thing needing change between the two versions, though I had updated the versioning within the .esp itself to 3.6.

 

Apologies.

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I plan on another ... slight update.

 

Technically, the mod itself will have a bit of an edit to its startup to allow for... um...

 

Tell me, does Bumph look hot in the illustrations?  Why doesn't she in the game?  Um.... what am I doing with OBSE commands and is this a tie-in mod to give us a hot Bumph?

Bumph.jpg

Yep, that's her...  I might have some more work to do...  And add a little in-game dialog to make the book actually... be part of Oblivion.  Actually, if you get her going... she might not shut up about "ACTUAL" Orc culture...

 

The Tie-In mod gives an example how to 'add' books from other mods into your book stores.  Simple and effective.... when I get done with this.

Edited by LongDukDong
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A COSMETIC

BUMP to 3.7

 

There's no errors to correct, no features added to the HUD itself.  This bump merely signifies that the new version 3.7 is out, and it has a minor adaption added to it.  This adaption is so the DukkyActorHUD mod will not automatically give you the guide book, "The Wisdom of Seeing" automatically when your game begins.  Given the work put into the book, and some character development, I thought it would be more entertaining to introduce the book as a store-bought item and more...

 

So now for an added bonus, you may download...

 

 BUMPH
 LIVES!

 

Behold, the lands of Tamriel, with a more accurately youthful looking member of the Fighters' Guild.  Enter, Bumph gra-Gash.  You may have encountered her within the halls of Bruma's Fighters' Guild, or having a pint of mead at Olav's Tap and Tack with her lunch.  But never have you seen the orsimer as she truly was meant to be, a youthful beauty (Oblivion setting her appearance at 15 years), and as an acclaimed authoress of a book now for sale at a couple of shops in the realm.

 

image.jpeg

 

 

Just make sure that, if you do purchase the book and ask around... make sure you ask the right people if they know of the work...

image.jpeg

 

The dialog and book placing feature only functions if DukkyActorHUD is actively installed. Otherwise, the mod is merely one for cosmetics and does nothing else. 

 

With this mod, you may now purchase the book penned by Ms. gra-Gash, now being released by Condom House Publications. And within its pages, you will learn the true art of Seeing, as well as learn something about  Orsimir culture... though Ms. gra-Gash seemed particularly focused more upon marriage customs.

 

If you do treat yourself to the book, you may ask around about it, particularly if you are up north in Bruma. The orc maiden hailing from the south lands of Valenwood may open up a bit more about her culture than most.

 

Apologies for not having vocal content for the mod.  I had only just finished typing the quest dialog just now.  A later edition may have vocal dialog accompanying... I hope.

 

 

 

 

Edited by LongDukDong
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