prideslayer Posted September 29, 2013 Author Posted September 29, 2013 Allow me to clarify I get it. The mod files maintained the same names because that's the only way to maintain compatability. Changing the filename of a master would require the ESPs using it were all changed as well. This would be no problem if one author were in control of all those ESPs, but that's not the case. Two tryouts mods for example are written by other people, but use Legion as a master. Some ESPs are referenced by name as well via a system called buildref -- this is how MCM works for example, renaming that file will break every mod using MCM, even though it's just an ESP. This is a difficulty for troubleshooting, for sure, but it will go away soon. I love the work that you have done to Sexout. I really do. I have read most if not all the post that you have made. Many I couldn't understand the coding and modding but still read them to try to understand more about modding. That being said.. why keep SSR? From my understanding it is better to create a mod that is free standing where possible and only create a central esm when many records are needed to be accessed by multiple mods. (modular system). If Legion and the rest of Tryouts and supporting mods can run independently from each other with very little changes to this fact.. why not. ? In one case so far, that's just what I did. SexoutSlavery was using SCR but only one or two resources in it, and they were non-critical, so I just removed it as a master. Legion uses SSR/SCR so Hal can add pregnant meshes of the custom slave rags in Legion, and so other modders could use the strap-on dildo in their mods, both without those authors having to make Legion a master. That's the original design goal of SCR -- allowing resouces to be shared so they do not get duplicated in multiple ESMs, or require modders to make an unrelated mod a master to use the resources in it. I did and still do support this goal. If I remove SCR/SSR as a requirement for Tryouts, then those two things I mentioned would break in ways non-obvious to someone who isn't a modder. The items look identical to the player, but are different entities entirely to the game engine. For a player the result would be things like: - Pregnancy no longer "working" on slaves wearing the rags, if they are wearing the ones from the Legion ESM, since the pregnant versions are based on the non-pregnant ones in SCR. - The sexout store potentially having duplicates of identical non-pregnant outfits and the dildos -- the ones in Legion, and the ones in SCR. - Other SCES "issues" with the clothes, like having duplicate slave rags show up in the lists in MCM. I can live with these issues as a player because I don't use Pregnancy. Those that use pregnancy but not Tryouts wouldn't notice either. People who do want to use both though would likely be annoyed.
Loogie Posted September 29, 2013 Posted September 29, 2013 If anyone is wondering about the shaders for cum slathering, that was my doing awhile back. The reason it was done that way was because it was quick and would also allow different creatures to get different cum textures. Seemed like a good idea at the time, but there are probably far better and more reliable ways to implement it.
DoctaSax Posted September 29, 2013 Posted September 29, 2013 Yeah, well my other option was to drop SCR completely, leaving the issues, and wait for you to return if ever with SSR ready to work with a rewrite of Pregnancy & Breeder and everything else over the last 3 monthsThere is not going to be another version of SSR from me, unless there are actual bugs in the current one, ever. If you were or are waiting on such a thing, we must have miscommunicated badly. There's been quite a bit of that, but we shouldn't be dwelling on the past - it's just not useful. What I'm about now is clearing the air so we can move forward in more or less the same direction. I think what Hal is pointing out is that he couldn't afford to take quite such a big axe as you did to the tree and fell it in one quick because other mods were depending on some of those assetst that didn't make the SSR cut. If SSR wasn't gonna add things for those mods, it'd be SCR breaking them by cutting them right out while the dependents weren't ready for it. Something like that - I don't see him blaming you for the holdup, but holdups were bound to happen, and in the meantime some mods wouldn't function, & Hal's considerate about that sort of thing. I'll admit, sometimes it's necessary to force things a little to get them to happen. SOFO, for instance, is better off now that it's adapted to NX lust - it can weather whatever happens to lust functionality in the future by just touching up one script rather than loads of results & conditions. The timing of the change was rather bad for me, but the result is better and I picked up some new tricks along the way so I'm glad it got done after all. The WTFs were perhaps rude, but I figured of the things that could be done to move SCR in the right direction, those two would be quick and easy to address. Especially the starfox thing, which if you can't tell, really gets under my skin. You don't say. But you're focusing on the stuff that hasn't got done yet, not the stuff that has. What Hal's been doing is more than just copying STDs & drug assets but rewrite the systems behind them to use nx at the same time. That's a matter of priorities - can't really blame him for taking the nx for a spin, can you. I do think that when it comes to pregnancy, maybe a direct transfer could be done first & additional shaping up done within pregnancy itself, but I don't know it inside out. If getting rid of all the vanilla edits, pregnant outfits, and so on is really that much more difficult than it looks to me, then I can always go back to Plan A -- removing SCR as a requirement for tryouts and SS, and shooting SSR out behind the woodshed. SCR and Pregnancy could then continue on without further comment or objection by me. It's reasonable to expect pregnancy assets to be moved to pregnancy, and I'm also unclear what the issue would be for User with a direct transfer. Most of the work involved seems to be on Hal - making sure that records that refer to others are adjusted to point to the new formid's while "copying as new record" to pregnancy, keeping the editorIDs as they are, then cutting out those records from SCR. Since the editorIDs stay the same, all User would have to do is open Breeder with the lighter SCR & heavier pregnancy as masters in the geck & re-save. At least that's how it looks to me - somebody correct me if I'm overlooking anything. Any future updates to pregnancy in terms of further nx-ification etc. don't necessarily have to impact Breeder much either - Breeder could always copy quest vars, tokens etc. axed from pregnancy & translate between the two without having to adjust conditions & results etc. If there are roadblocks point them out & between the lot of us we're bound to find a solution. As to sending SSR to live at the farm, perhaps hold off a little until SCR's done more shrinking so that users don't need to have any qualms about having it as the standard resource again - I imagine otherwise it may leave mods using the clothing eval lists in the lurch a little in the meantime, when it comes to being used by people using SSR only for the moment. I know, those pesky lists again, but they truly belong in a general resource mod. I'd suggest coding all of it without any visual indications, and then code the visual effects after as an option that can be disabled/enabled. I'm happy to leave the visuals in sexout & focus on functionality first. I'd ask that if the Lust functionality is to be rolled up in it, that it can be turned off via MCM -- at least the effects on the player, if not the actual tracking. That would be the plan. Some Lust features like auto masturbation & npc approaches still seem to happen at unlucky moments but adding more checks & balances at the moment would make those scripts too heavy for my taste. Best split some things off to different spells etc, & if there's gonna be a reshaping of other sperm/orgasm-related stuff it's probably best all done in one go, under the same umbrella, and with enough modularity and interoperability & whatever other buzzwords I can think of to last us a while, hopefully. Requires a bit of thought in advance of course. Happy to hear it. With SSR open to growth & SCR open to shrinkage it's only natural the two can meet somewhere in the middle.SSR is open to growth after SCR is retired, if that's the path we end up going down. I didn't mean that quite so literally, just pointing out that there should be a point where the divide is bridged and becomes obsolete. We're not there yet but there is progress. Let's focus on that and speed it along.
Halstrom Posted September 30, 2013 Posted September 30, 2013 Sorry, I vented a bit yesterday. I don't want friction & drama in our modding community. I want to continue to work with you Prideslayer and the others of the community, you've got skills & knowledge that run circles around most of us who bumble around learning by our stuff ups. I think I can move the Offspring dialogue from SCR to Pregnancy without upsetting any other mods so will look into that and the Bodyswapping stuff next to move, I have been moving/removing disabling little things here and there and will continue to do so but I am trying to keep my focus on one or 2 big things at a time so I don't screw everything up and break stuff by removing one little thing and do better testing before release. A look through FNVEdit won't show a lot of the smaller work I've put in for toggling a lot of the list addition scripts and other things to make them not appear unless Pregnancy was installed or MCM settings were above zero or checkboxes ticked for those features. I've reduced the sizes and impacts of the other Quest scripts a lot and am planning to remove them completely as I phase stuff over to NX. The semen system is one thing Breeder uses and I have moved the scripts out of the tokens already into Pregnancy to remove load without causing breakage. As I said moving this requires a lot of work on mine & User29's part so I don't plan on poking with that can of worms till last and by then maybe a replacement semen system will be around to change to. The other is the Offspring, they were added back in the days when Pregnancy was a esp and couldn't make NPC's without mesh/texture issues and the thoughts were then that that allowed other mods to "notice" offspring without forcing them to add Pregnancy as a master. And that is also the reason why pre_NX other things like tokens were added so other mods could answer a simple question like "Is the Actor fertile/pregnant, if so how much?" to make dialogue choices or whatever without adding Pregnancy as a master. BrutalRapers still references the old drugs so I just marked the old drugs as deleted for now and removed their effects so as to not crash the scripts. I don't use it myself, as with many mods but I load most of them to check for conflicts and what uses my stuff before trimming things. I've done Pregnancy changes before and then done fixes in Breeder for User29 and there's a lot of Dialogue use of SCR assets, I'm crap at understanding and finding Dialogue scripts, I've never used them myself and I don't know enough about the workings of Breeder to track down & fix many errors that show in Breeder, I've had to roll back changes in SCR or Pregnancy because I just couldn't find all the 50 odd issues showing in FNVEdit from changing one Token from MISC to ARMOR. Hopefully I get some playtesting done now and release the latest beta's for my latest round of works so I can get it rolled out to Stable this week.
RitualClarity Posted September 30, 2013 Posted September 30, 2013 Allow me to clarify I get it. The mod files maintained the same names because that's the only way to maintain compatability. Changing the filename of a master would require the ESPs using it were all changed as well. This would be no problem if one author were in control of all those ESPs, but that's not the case. Two tryouts mods for example are written by other people, but use Legion as a master. Some ESPs are referenced by name as well via a system called buildref -- this is how MCM works for example, renaming that file will break every mod using MCM, even though it's just an ESP. This is a difficulty for troubleshooting, for sure, but it will go away soon. I love the work that you have done to Sexout. I really do. I have read most if not all the post that you have made. Many I couldn't understand the coding and modding but still read them to try to understand more about modding. That being said.. why keep SSR? From my understanding it is better to create a mod that is free standing where possible and only create a central esm when many records are needed to be accessed by multiple mods. (modular system). If Legion and the rest of Tryouts and supporting mods can run independently from each other with very little changes to this fact.. why not. ? In one case so far, that's just what I did. SexoutSlavery was using SCR but only one or two resources in it, and they were non-critical, so I just removed it as a master. Legion uses SSR/SCR so Hal can add pregnant meshes of the custom slave rags in Legion, and so other modders could use the strap-on dildo in their mods, both without those authors having to make Legion a master. That's the original design goal of SCR -- allowing resouces to be shared so they do not get duplicated in multiple ESMs, or require modders to make an unrelated mod a master to use the resources in it. I did and still do support this goal. If I remove SCR/SSR as a requirement for Tryouts, then those two things I mentioned would break in ways non-obvious to someone who isn't a modder. The items look identical to the player, but are different entities entirely to the game engine. For a player the result would be things like: - Pregnancy no longer "working" on slaves wearing the rags, if they are wearing the ones from the Legion ESM, since the pregnant versions are based on the non-pregnant ones in SCR. - The sexout store potentially having duplicates of identical non-pregnant outfits and the dildos -- the ones in Legion, and the ones in SCR. - Other SCES "issues" with the clothes, like having duplicate slave rags show up in the lists in MCM. I can live with these issues as a player because I don't use Pregnancy. Those that use pregnancy but not Tryouts wouldn't notice either. People who do want to use both though would likely be annoyed. Ah.. I have been edmucated some more.. I hope you forgive my comments they were because of a lack of understanding of the processes. Which I though I understood enough at this time. Guess not... . Now going to stand my my corner again...
prideslayer Posted September 30, 2013 Author Posted September 30, 2013 If SSR wasn't gonna add things for those mods, it'd be SCR breaking them by cutting them right out while the dependents weren't ready for it. Something like that - I don't see him blaming you for the holdup, but holdups were bound to happen, and in the meantime some mods wouldn't function, & Hal's considerate about that sort of thing. I understand. My thought on the approach was meant to allow modders who don't use all those assets to quickly switch to SSR, while SSR cut records from SCR were copied into Pregnancy (or wherever) for mods that needed them. This would allow compatability with SSR to grow organically, and eventually, there simply wouldn't be any mods left using SCR. At that point SCR would be put out to pasture and Hal would take over SSR in its place. That's not the path that was taken, which I'm sure is why progress isn't as far along as I expected it to be. I did not expect SCR to continue to be grown while we were in this two-lib state, and I resolved to not grow SSR during that time either. I'll admit, sometimes it's necessary to force things a little to get them to happen. Sometimes change is painful. I'm glad you're comfortable with NX though and that adopting it was relatively painless. You don't say. But you're focusing on the stuff that hasn't got done yet, not the stuff that has. I am focusing on things that, in my opinion, need addressed ASAP. Before other fixes and certainly before new features are added or scripts rewritten and put through a debugging cycle. The vanilla asset and worldspace edits are the biggest "nono" to me in SCR, and it seems it should take no more than an hour or two to address all of them. For example, the armor DT changes, the debug/test trunk, the two offspring markers (doc mitchells and lucky38), the goodbye/greeting dialog edits for offspring.. all should be moved, and unless I am terribly confused, moving them poses no risk to any other mods and should be pretty quickly accomplished. I am not trying to nit-pick, or berate, or insult, or anything else -- I just do not understand for the life of me why these things haven't been addressed yet, given the seeming ease of doing so, and the other more involved changes that have been made in the same time period. As to sending SSR to live at the farm, perhaps hold off a little until SCR's done more shrinking so that users don't need to have any qualms about having it as the standard resource again - I imagine otherwise it may leave mods using the clothing eval lists in the lurch a little in the meantime, when it comes to being used by people using SSR only for the moment. I know, those pesky lists again, but they truly belong in a general resource mod. Since no new functionality has been added to SSR, and I'm fairly sure formIDs and such within SCR have not changed, it should be a 10 second edit in fnvedit for any mod using SSR to switch back to SCR, or am I missing something? If there's demand to keep SSR around a while longer I can do that, but at this point I'm pretty well set on removing it as a requirement from Tryouts and SS. They simply don't need or benefit from it. When SCR is off it's diet, I can always reintegrate. I'm happy to leave the visuals in sexout & focus on functionality first. I don't particularly care where the visuals end up, just that they should be separated logically from the functionality. I ran into headaches already in sexout separating the cumsplash and knockdown visuals from the "important" parts of the code, and don't want anyone to have to repeat similar effort. Some Lust features like auto masturbation & npc approaches still seem to happen at unlucky moments but adding more checks & balances at the moment would make those scripts too heavy for my taste. Best split some things off to different spells etc The functions and such in the upcoming NVSE should make this a lot easier. If that beta isn't released by the time we must cross this bridge, I'll do an LL-only NVSE beta release again as a stopgap.
prideslayer Posted September 30, 2013 Author Posted September 30, 2013 Sorry, I vented a bit yesterday. I don't want friction & drama in our modding community. I want to continue to work with you Prideslayer and the others of the community, you've got skills & knowledge that run circles around most of us who bumble around learning by our stuff ups. Vent all you like. Sometimes it helps, and you've earned as much a right to it as anyone here. I think I can move the Offspring dialogue from SCR to Pregnancy without upsetting any other mods so will look into that and the Bodyswapping stuff next to move I would appreciate it, the former more than the latter, as I see it as much more important. First priority to me are the vanilla edits, as I've tried to express a few times. Both when SSR was initially released, and here in this thread. I know a lot of things don't show up in fnvedit, but the things that do show up there are the things that I personally am concerned with, so I tend to harp on them. When it appears to me that the moves should be quick and painless, harping tends to turn into ranting. Nobody understands the pain of debugging script rewrites better than I do, so when that is delayed, or goes wrong, I'm not on the bandwagon screaming for an immediate fix. When it's something like moving the test trunk and vanilla npc dialog though, or the vanilla armor DT edits, maybe I'm thick but I just don't understand why this is presenting a problem. The body swapping stuff can stay or go, I see the utility of it. As long as any gamemode/menumode scripts for it disable themselves if no body-swapping mods (pregnancy and.. what the ripped clothes thing?) are present, there should be no performance penalty for it just being there. I don't mind the drugs and STDs being there either, really. I do mind that their presence has lead to edits of vanilla doctors and dialog -- that should be left to the mod using those assets, not to the lib providing them. The semen system is one thing Breeder uses and I have moved the scripts out of the tokens already into Pregnancy to remove load without causing breakage. As I said moving this requires a lot of work on mine & User29's part so I don't plan on poking with that can of worms till last and by then maybe a replacement semen system will be around to change to. I will refer to the statement above. I think breeder only cares about the tokens themselves, not the scripts driving them, from a mod reference standpoint. Moving the tokens is a big undertaking as you've described, but maybe you don't have to do it. If you leave the tokens in SCR, but move the scripts to pregnancy, what's the problem? I don't think this would require any changes in breeder at all, but it would prevent them from being handed out and running in worlds where the player does not use pregnancy. If you want to go the extra mile, their default script could simply be a block to remove them, with no checks or tests. If pregnancy is overwriting the scripts, then this should be harmless, or even beneficial to players who decided to try pregnancy and then removed it. Testing would be required for that of course, but I think it would work fine. The other is the Offspring, they were added back in the days when Pregnancy was a esp and couldn't make NPC's without mesh/texture issues and the thoughts were then that that allowed other mods to "notice" offspring without forcing them to add Pregnancy as a master. And that is also the reason why pre_NX other things like tokens were added so other mods could answer a simple question like "Is the Actor fertile/pregnant, if so how much?" to make dialogue choices or whatever without adding Pregnancy as a master. I forgot pregnancy ever was an ESP, and thought it's promotion to ESM came before SCR was introduced. BrutalRapers still references the old drugs so I just marked the old drugs as deleted for now and removed their effects so as to not crash the scripts. I don't use it myself, as with many mods but I load most of them to check for conflicts and what uses my stuff before trimming things. It's not so much the removal I'm after. Lord knows sexout has a pile of "disabled" things just like this, for exactly the same reason. It's the library adding those items to doctors inventories and dialogs that bothers me. I think most of that is gone, though their addiction treatment stuff for them still remains. I've done Pregnancy changes before and then done fixes in Breeder for User29 and there's a lot of Dialogue use of SCR assets, I'm crap at understanding and finding Dialogue scripts, I've never used them myself and I don't know enough about the workings of Breeder to track down & fix many errors that show in Breeder, I've had to roll back changes in SCR or Pregnancy because I just couldn't find all the 50 odd issues showing in FNVEdit from changing one Token from MISC to ARMOR. Hopefully I get some playtesting done now and release the latest beta's for my latest round of works so I can get it rolled out to Stable this week. I have a tedious system for that, but it works. Open SCR and Breeder in fnvedit, delete the records from SCR, and save. Check for errors. You'll get a pile of unresolved references -- these are all the things in SCR that breeder is using (ignore the error section from pregnancy). Copy/paste that text and then reformat it to something easy to read, and you have a list of everywhere in Breeder that needs changed. Revert back to the unmolsted SCR, open Breeder in the GECK, and start making the changes. When you think you're done, repeat. These instructions are as much for other modders and User29 as for you, so assume the royal 'you' when reading the above. It's tedious, but it works.
Halstrom Posted September 30, 2013 Posted September 30, 2013 The reason why the scripted stuff has been higher in priority is it was causing stuttering and crashing on people using lower end machines rendering SCR unusable by them. SCR hasn't grown as far as I know, I've been disabling, fixing and removing stuff. Removing record edits wouldn't fix the stuttering & crashing and a lot of those record edits were related to Drugs and STD's, which people are using. The Damaged Clothing swapping also causes high load, but some of that appears to also be the meshes themselves, but now the toggle actually turns it off it is no longer a showstopper till I move it but currently it is intertwined with Pregnancy swapping so I need to split it and look at a better way of doing both which is a can of worms too many for my plate till I sort out these other issues. The Dialogue is the next thing I see ready to move for the most improvement to users with no trauma. And that sounds pretty much what we were doing to fix dialogue as you say, it's tedious, I just have other less tedious things to work on currently and see no point if a better semen system is possible, I'm not really happy with what is there now, but it's the only one we have.
prideslayer Posted September 30, 2013 Author Posted September 30, 2013 Ok. My track at present is to continue with removing SSR as a requirement for Tryouts and SS. I expect Tryouts to take most of this week, given time constraints. Two weeks is probably more realistic. There are less than 50 records in total used throughout Tryouts and WG from SSR, and their use is concentrated in just a few places -- mostly dialog conditionals and scripts. When I'm done, I'll release tryouts without the requirement, and SSR will be put out to pasture, meaning it will still be included with Sexout but only until the mods currently using it have switched back to SCR. I want a solution somewhat quickly so I can get back to the things I want to spend time on. I'm in no position to pressure anyone but myself on timing. I don't want any more confusion on the part of players, extra work for modders maintaining SCR and SSR versions of their stuff, etc. When I'm done pulling SSR out of Tryouts I'll peek in silently on SCR again. If it's in a state that I feel comfortable using it, I'll just switch Tryouts over to it instead. Believe it or not, I don't actually want to have these arguments. Certainly not more than once. So this is me officially dropping the subject. SCR can progress in any direction you and the other modders using it desire it to go, with no bitching from me. If it goes in a direction I don't like, nobody is forcing me to use it.
Halstrom Posted September 30, 2013 Posted September 30, 2013 Cool, I'm hoping before the Xmas holiday rush we can have at least 90% of the issues sorted enough to make a happy community. And yeah that GECK crash issue is driving everyone nuts, there was a post from Astymma somewhere I think explaining exactly which 3 or 4 animations he suspected are causing it. KUmbya.....Kumbaya.... Agghh DoctaSax you got that stuck in my head
prideslayer Posted September 30, 2013 Author Posted September 30, 2013 I will try some searching. In some testing I did a little while back I was sure I had it nailed down to a problem in NX, not sexout, but maybe I tested incorrectly.
DoctaSax Posted September 30, 2013 Posted September 30, 2013 Sometimes change is painful. I'm glad you're comfortable with NX though and that adopting it was relatively painless. The prospect of it was more agonizing than actually doing it, sure. Most of that was modder's burnout, really. 15 months of continuous work, finally satisfied you can leave it alone for a few months, and then, what, *change* something? Hell no! Since no new functionality has been added to SSR, and I'm fairly sure formIDs and such within SCR have not changed, it should be a 10 second edit in fnvedit for any mod using SSR to switch back to SCR, or am I missing something? Right, I was a little worried about current SSR-only users losing clothing eval support w/o SSR... but they obviously have it already. I swear, sometimes... In any case, despite me contradicting myself a bit, it doesn't hurt to keep SSR available for a spell more while SCR wins back user confidence. Shouldn't be long. Some Lust features like auto masturbation & npc approaches still seem to happen at unlucky moments but adding more checks & balances at the moment would make those scripts too heavy for my taste. Best split some things off to different spells etc The functions and such in the upcoming NVSE should make this a lot easier. If that beta isn't released by the time we must cross this bridge, I'll do an LL-only NVSE beta release again as a stopgap. Yeah, looks that way, although when it comes to Lust functionalities I could find as much use for event handler functions (OnMagicEffectHit, OnStartCombat etc) as user-defined ones. Array vars... I'd need some practical examples to learn how to work with them confidently, but I can grasp what they do - tabled lists that you make of whatever you can imagine, zipped into one variable - adding, sorting, copying... interesting stuff. I can certainly see how that would benefit sexout - keeping a manageable random idle picker under a playidle system for instance. And positioning too, of course. Better to use that than huge elseif-constructions. @Hal: looking a bit further there, there are some inventory reference functions that could be useful to a clothing swapping system, as well as token-based systems if ForEach loops make it over, although I'm not saying it'd solve all your headaches. I think most of them made it over to NVSE in one of the last updates. Man, those oblivion guys do have some fancy stuff. Anyway, sounds like you'd like a solution for semen rather quickly, so I'll have a closer look at your current systems in the next few and come up with a tentative outline before I entertain the splitting off of lust aspects. KUmbya.....Kumbaya.... Agghh DoctaSax you got that stuck in my head I'm really sorry about that.
prideslayer Posted September 30, 2013 Author Posted September 30, 2013 The prospect of it was more agonizing than actually doing it, sure. Most of that was modder's burnout, really. 15 months of continuous work, finally satisfied you can leave it alone for a few months, and then, what, *change* something? Hell no! This happens to me every time I think sexout is stable to leave alone. Usually within a week of that, somebody finds a crazy bug with callback interactions that takes weeks of effort to find and solve with a team of guys via PMs. *facepalm*. In any case, despite me contradicting myself a bit, it doesn't hurt to keep SSR available for a spell more while SCR wins back user confidence. Shouldn't be long. It'll stick around at least long enough for the top 10 or 20 mods still using it to be reported and fixed by a volunteer, which will probably be me for most of the abandoned ones, but as I said it's easy. As with all my stuff, anyone is free to stick it up as a download on their own if they want to -- as long as I don't have to maintain it, I don't care if any of it is forked by someone else. Of course, anyone doing this with Sexout deserves what they get when it comes to fielding the support requests. Yeah, looks that way, although when it comes to Lust functionalities I could find as much use for event handler functions (OnMagicEffectHit, OnStartCombat etc) as user-defined ones. Array vars... I'd need some practical examples to learn how to work with them confidently, but I can grasp what they do - tabled lists that you make of whatever you can imagine, zipped into one variable - adding, sorting, copying... interesting stuff. I can certainly see how that would benefit sexout - keeping a manageable random idle picker under a playidle system for instance. And positioning too, of course. Better to use that than huge elseif-constructions. The arrays will be very helpful indeed to sexout. On the "obvious" front they're a much nicer way to handle a lot of things than the formlists. I'm hopeful, but I haven't looked yet, that they can be used as the "args" for the user defined functions. At first glance it appears they can, as there is functionality to read and write from script vars (functions are just scripts) in other scripts -- without them being quest scripts. So an arrayIn and arrayOut type var in each function would mean maximum versatility and compatability. I haven't looked at the event handler function list at all -- too excited about the arrays and functions. Tryouts is proceeding ahead of schedule, this task is less complicated than I anticipated. I built a list of all the SSR ref's in use by just loading them all in fnvedit at once and then down-arrowing through *everything* with the "referenced by" tab open and copying any IDs and names I found that listed anything but SSR in the list. There are just under 50 formIDs (2 quests, 3 formlists, the rest items) used. I've already copied all the items to Legion and am just going through the mods one by one now using the "user list" to switch them all to the new names there. Legion is about 25% done and it's responsible for probably 40% of the cases. WG and PG are the rest, while NCR, Khans, and Kings only have 1-5 each. Will probably be done tonight or tomorrow night if I don't get distracted by real life. A slow day at work doing a lot of "click button and wait" type stuff has worked to my advantage, timewise.
prideslayer Posted September 30, 2013 Author Posted September 30, 2013 Hal, another way to do a bunch of changes at once is with the "change referencing records" entirely in fnvedit. Since an example is easier for me to explain than the bare process, here's a contrived one. Say there's an object in SCR you want to move to Pregnancy, that both Pregnancy and Breeder are using, called SexoutSThing. 1. Open up the required minimum mods in fnvedit. That would be FalloutNV.esm, Sexout.esm, SCR, Preg, and Breeder. 2. Search fnvedit for the editorID (SexoutSThing). 3. Right click it and select "Copy as new record into". 4. Give it a new name such as SexoutPregThing, and when prompted for an ESM, select pregnancy. 5. Search in fnvedit for the editorID from step 4 (SexoutPregThing) and note the FormID (say it's 04000102 for example) 6. Go back to the original object in fnvedit from step 2, SexoutSThing. 7. Right click SexoutSThing and select "Change Referencing Records". 8. Enter the formID of the new name (04000102 -- for SexoutPregThing). 9. At this point you'll be presented with a list of references. Tick off just those you want to change, such as in Pregnancy and Breeder, and click OK. You may be prompted more than once with different lists. Just repeat the process. Make sure you don't tick off any you don't want to change. Now all references to SexoutSThing in Breeder and Pregnancy have been changed to SexoutPregThing. You can do this all in two steps, first just loading Preg and doing the copy and change, then exiting fnvedit and loading with Breeder to just change those records. AFAIK this will search every loaded ESM for the reference, including within scripts and dialogs. I've only actually used it to change Statics, since it's way easier to do that in fnvedit than the geck, but it looks like it will work fine for any kind of record -- though I would test carefully when trying with a complex record like an NPC. Just be careful you don't change any references in mods you don't want to, especially SCR in this case, in step 9, or you'll end up with a circular reference between Preg and SCR which plain won't work.
Halstrom Posted September 30, 2013 Posted September 30, 2013 @Hal: looking a bit further there, there are some inventory reference functions that could be useful to a clothing swapping system, as well as token-based systems if ForEach loops make it over, although I'm not saying it'd solve all your headaches. I think most of them made it over to NVSE in one of the last updates.Man, those oblivion guys do have some fancy stuff. Anyway, sounds like you'd like a solution for semen rather quickly, so I'll have a closer look at your current systems in the next few and come up with a tentative outline before I entertain the splitting off of lust aspects. Sounds cool, I'm gathering we are waiting on the NVSE guys as there was something they did in their latest update that broke the extender or was causing confusion on which version to use. No panic on the semen I got a months work with Bodyswapping & Offspring dialogue removal and general bughunting etc. Hal, another way to do a bunch of changes at once is with the "change referencing records" entirely in fnvedit. Since an example is easier for me to explain than the bare process, here's a contrived one. Say there's an object in SCR you want to move to Pregnancy, that both Pregnancy and Breeder are using, called SexoutSThing. 1. Open up the required minimum mods in fnvedit. That would be FalloutNV.esm, Sexout.esm, SCR, Preg, and Breeder. 2. Search fnvedit for the editorID (SexoutSThing). 3. Right click it and select "Copy as new record into". 4. Give it a new name such as SexoutPregThing, and when prompted for an ESM, select pregnancy. 5. Search in fnvedit for the editorID from step 4 (SexoutPregThing) and note the FormID (say it's 04000102 for example) 6. Go back to the original object in fnvedit from step 2, SexoutSThing. 7. Right click SexoutSThing and select "Change Referencing Records". 8. Enter the formID of the new name (04000102 -- for SexoutPregThing). 9. At this point you'll be presented with a list of references. Tick off just those you want to change, such as in Pregnancy and Breeder, and click OK. You may be prompted more than once with different lists. Just repeat the process. Make sure you don't tick off any you don't want to change. Now all references to SexoutSThing in Breeder and Pregnancy have been changed to SexoutPregThing. You can do this all in two steps, first just loading Preg and doing the copy and change, then exiting fnvedit and loading with Breeder to just change those records. AFAIK this will search every loaded ESM for the reference, including within scripts and dialogs. I've only actually used it to change Statics, since it's way easier to do that in fnvedit than the geck, but it looks like it will work fine for any kind of record -- though I would test carefully when trying with a complex record like an NPC. Just be careful you don't change any references in mods you don't want to, especially SCR in this case, in step 9, or you'll end up with a circular reference between Preg and SCR which plain won't work. Cool will give that a go moving the dialogue stuff
prideslayer Posted September 30, 2013 Author Posted September 30, 2013 Sounds cool, I'm gathering we are waiting on the NVSE guys as there was something they did in their latest update that broke the extender or was causing confusion on which version to use. No panic on the semen I got a months work with Bodyswapping & Offspring dialogue removal and general bughunting etc. The only confusion is that they have two versions for download on the page, and call both of them "beta". People trying to help are telling others to download the latest beta (somewhat confusing), or the beta (worse). The two versions are v2b12 and v3b2. v3b2 is the newer one, and the one NX requires. They didn't break anything in that release -- they didn't even make it -- jaam, astymma, ashmedai, and myself did. We're waiting on them to approve the latest changes (entirely by jaam to my knowledge) and create a new release, which will be v4b2 or something like that. V4bX anyway. If they don't do it when we need it, I'll release a private test version here on LL as I did with v3b2 before they got around to that. As for the fnvedit reference replace.. So far it's worked on everything I've tried it on, including references in dialogs and scripts (including dialog scripts). Formlists are a little tricky due to their nature. First you need to dupe the formlist and then any items in it you want to move as well, then do a replace on the formlist itself, then on the items in it. You can't use fnvedit to "edit" the formlist it doesn't seem. I tried and got scared by the edit box that popped up for editing an item -- it wants the ID and the text name, not just the ID. Adding a new one doesn't prompt you for an ID either, it just adds a null entry. I've nearly finished with Tryouts already thanks to that little gem. Legion, Kings, Khans, NCR, PG, and Fiends are done. Only working girl remains, and there are only six records to handle there. Two are quest vars to update prostitution counters that I'm going to change to NX vars. The others are simple; one formlist and three ZAZ statics. I will probably finish and have a new Tryouts beta out tomorrow, then take the scalpel to sewerslave.
prideslayer Posted September 30, 2013 Author Posted September 30, 2013 Oh, if you just want to move the items and not the formlist, then it's easy as anything else -- just move the items, and make sure to tick off the formlist in list you get in step 9 to have the item in it changed as well. A word of advice -- after every time you make a successful change in fnvedit, save. I typo'd IDs once or twice working on PG without having saved my previous work, and got a nasty message that I'd better exit without saving because things went wrong -- so I did, and lost my prior work. Now when using it I save every time I go through the steps so if I make a mistake I can at least pick up where I left off.
DoctaSax Posted October 1, 2013 Posted October 1, 2013 Sorry, no Event handler this time around. Sorry for sounding a little ungrateful - it's just that looking at the obse functions can make a person feel a little envious. I think it's really great our scripting vocab & syntax keeps getting expanded & hope it can help solve or simplify some issues.
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