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Posted
3 hours ago, Hex Bolt said:

Sadly, it's still not working.  Just encourage users of your mod to use ZAP 8 if they want whipping features.

 

I actually made an attempt to home grow a replacement (setting an idle, rotating the sub, and an attack package on a timer for the follower), and it everything seemed to work well.  Then I tested it on NFF...  The ZAZ whip as a weapon was immediately unequipped for something more powerful and tragedy followed.  Nothing a reload could not fix, but a setback that caused me to downgrade back to ZAP 8 and the more polished whip routine.

 

Modding has a been a humbling experience 😀

Posted
6 hours ago, Talesien said:

Oh, and could you please compact those esp's? That would be great.

 

I will have to figure out how, but I have heard that is good practice if the modders take care of it.

Posted
9 hours ago, Yrral said:

What mod are you using for Saadia?

 

I think in that screen shot it was just a conversation with Saadia.  The character in the picture is just the Breton default female face with a CBBE 3BA body and a KS physics hairdo. 

Posted
3 hours ago, Talesien said:

Alternatively, there is Pama excellent Pama´s Interactive Beatup Module 2.9 which is just meant for this kind of thing. The only drawback would be that it adds another requirement.

 

It might be worth it to make ZAP 9 workable. There is some really cool new furniture items. That team kind of blew it out on that release. 9GB (or something like that) of fun!

Posted
5 hours ago, annelidworm said:

I don't know if another Mod is overriding it, but I can't kneel - pressing \ does nothing, and there doesn't seem to be any way to rebind the key.

 

I was a bit afraid that some other mod might be using that key.  I will see if I can get a remap option on that key in the MCM by the next release.  Thanks for letting me know!

Posted
12 minutes ago, Lazy Palm said:

I am actually thrilled that such a thing exists.  Is it a framework/mod that provides that?

It's just a convention that uses the game's mod event feature, not a framework.  You can find examples in mods that use it, but here are the basic steps:

 

Define a flag that you can check to see if a mod sent the DhLP-Suspend event.

bool dhlpSuspended OR bool Property dhlpSuspended

 

Register for suspend and resume events.

    RegisterForModEvent("dhlp-Suspend", "OnDhlpSuspend")
    RegisterForModEvent("dhlp-Resume", "OnDhlpResume")

 

Handle those events.  It can be as simple as setting your flag, and having your mod check that flag to see if it's okay to start something that will occupy the PC.

 

Event OnDhlpSuspend(string eventName, string strArg, float numArg, Form sender)
    dhlpSuspended = true
EndEvent

 

Event OnDhlpResume(string eventName, string strArg, float numArg, Form sender)
    dhlpSuspended = false
EndEvent

 

You can also send these events IF you think you need to.  If you send the Suspend event, you must guarantee that you later send Resume, or every mod that tries to play nice will be stuck forever.  It's probably best that you not do this until you're certain that you need it.

 

SendModEvent("dhlp-Suspend")

SendModEvent("dhlp-Resume")

Posted
9 minutes ago, Hex Bolt said:

It's just a convention that uses the game's mod event feature, not a framework.  You can find examples in mods that use it, but here are the basic steps:

 

Define a flag that you can check to see if a mod sent the DhLP-Suspend event.

bool dhlpSuspended OR bool Property dhlpSuspended

 

Register for suspend and resume events.

    RegisterForModEvent("dhlp-Suspend", "OnDhlpSuspend")
    RegisterForModEvent("dhlp-Resume", "OnDhlpResume")

 

Handle those events.  It can be as simple as setting your flag, and having your mod check that flag to see if it's okay to start something that will occupy the PC.

 

Event OnDhlpSuspend(string eventName, string strArg, float numArg, Form sender)
    dhlpSuspended = true
EndEvent

 

Event OnDhlpResume(string eventName, string strArg, float numArg, Form sender)
    dhlpSuspended = false
EndEvent

 

You can also send these events IF you think you need to.  If you send the Suspend event, you must guarantee that you later send Resume, or every mod that tries to play nice will be stuck forever.  It's probably best that you not do this until you're certain that you need it.

 

SendModEvent("dhlp-Suspend")

SendModEvent("dhlp-Resume")

 

This absolutely brilliant.  Thanks!!  I will bake it in right away.  I was guessing it would something far more painful.  And yeah, I will avoid those Send events until I am less green.

Posted

thank you the you are freed isnt causing problems anymore but the kneeling button \ isnt working the character doesnt kneel i pressed it held the button no kneeling being done i tryed crouch no luck there either

Posted
8 hours ago, Lazy Palm said:

 

It might be worth it to make ZAP 9 workable. There is some really cool new furniture items. That team kind of blew it out on that release. 9GB (or something like that) of fun!

Didn't know that there actually was a ZAP9 for SE. I've read that t.ara had started on it, after initially steadfastly refusing to even consider a SE version, but I wasn't aware that anything working had come out of it yet. Got a link perhaps?

Posted
8 hours ago, Lazy Palm said:

 

I will have to figure out how, but I have heard that is good practice if the modders take care of it.

It's no wizardry involved, personally I use xedit for that, but then I'm not creating mods (yet). In xedit it's load your esp and select 'Compact FormIDs for ESL' from the context menu. Since you've to work with the CK anyway, you might wish to use its function "Compact Active File Form IDs" (File menu IIRC).


Couple caveats/hints:

  • Any scripts that use 'getformfromfile' need to be adjusted to use the new form ID. This needs to be done manually of course if you use xedit, not sure if the CK takes care of it automatically, but I kinda doubt it.
  • Keep in mind the CK likes to break things, if you add new form ID's it has the tendency to create those outside the permitted range, so you might need to compact again if you add new records. Do not forget this, or people might have nasty surprises when updating your mod.
  • On that end, it always pays to make it a habit that the last step before pushing a new version is to open it in xedit and check for errors, so many problems and embarrassments can be avoided that way.
  • Last but not least: Usually the next step after compacting a mod would be to ESL flag it. I wouldn't do this if you want to use the same esp for both SE and LE. SE user can easily flag the esp as light if they feel like it. If properly compacted, modern ModManagers will offer to do that without any need for an extra tool like exdit.


There is a guide available here: https://www.nexusmods.com/skyrimspecialedition/mods/21618
It's slightly outdated (for example the permitted number of records is now 4095, if using game version 1170 or https://www.nexusmods.com/skyrimspecialedition/mods/106441), still it might have some useful hints for you. Not sure if there are more up-to-date guides, probably ...

Posted
9 hours ago, badbat111 said:

thank you the you are freed isnt causing problems anymore but the kneeling button \ isnt working the character doesnt kneel i pressed it held the button no kneeling being done i tryed crouch no luck there either

 

The 0.1.02 version has the ability to remap the Binding Action key.  Let me know if that helps!

Posted

Congratulations on your mod!, looks like fun and looking forward to playing. 

 

Sorry, for a silly question but do I need to download both Binding and Bindingenvironments? 

 

 

Posted
2 hours ago, Talesien said:

It's no wizardry involved, personally I use xedit for that, but then I'm not creating mods (yet). In xedit it's load your esp and select 'Compact FormIDs for ESL' from the context menu. Since you've to work with the CK anyway, you might wish to use its function "Compact Active File Form IDs" (File menu IIRC).


Couple caveats/hints:

  • Any scripts that use 'getformfromfile' need to be adjusted to use the new form ID. This needs to be done manually of course if you use xedit, not sure if the CK takes care of it automatically, but I kinda doubt it.
  • Keep in mind the CK likes to break things, if you add new form ID's it has the tendency to create those outside the permitted range, so you might need to compact again if you add new records. Do not forget this, or people might have nasty surprises when updating your mod.
  • On that end, it always pays to make it a habit that the last step before pushing a new version is to open it in xedit and check for errors, so many problems and embarrassments can be avoided that way.
  • Last but not least: Usually the next step after compacting a mod would be to ESL flag it. I wouldn't do this if you want to use the same esp for both SE and LE. SE user can easily flag the esp as light if they feel like it. If properly compacted, modern ModManagers will offer to do that without any need for an extra tool like exdit.


There is a guide available here: https://www.nexusmods.com/skyrimspecialedition/mods/21618
It's slightly outdated (for example the permitted number of records is now 4095, if using game version 1170 or https://www.nexusmods.com/skyrimspecialedition/mods/106441), still it might have some useful hints for you. Not sure if there are more up-to-date guides, probably ...

 

I actually do use GetFormFromFile in one of the events for the spawning of a few items (then I disable and move them when needed again).  I will check the guide you linked.  Thanks!!

Posted
2 hours ago, Talesien said:

Didn't know that there actually was a ZAP9 for SE. I've read that t.ara had started on it, after initially steadfastly refusing to even consider a SE version, but I wasn't aware that anything working had come out of it yet. Got a link perhaps?

 

Oh darn, this is the problem with starting development of a mod in LE with ZAP 9 and no DD, and switching mid stream to SE, ZAP 8+, and DD.  My what is possible bearings are off.  I just went back and looked at some the posts and I could not figure out if 9 was still in progress for SE or if they are skipping straight to 10 which will have out of the box SE support.  Sorry for the false 9 is ready alarm!

Posted
10 minutes ago, jc321 said:

Congratulations on your mod!, looks like fun and looking forward to playing. 

 

Sorry, for a silly question but do I need to download both Binding and Bindingenvironments? 

 

 

 

The BindingEnvironments mod is optional but will add a few limited pieces of ZAP furniture around Whiterun.  A few of the existing events are furniture dependent and the mod will make heavy use of furniture going forward.  I really need to expand upon it, but just have not had the chance yet.

Posted
10 minutes ago, Lazy Palm said:

 

Oh darn, this is the problem with starting development of a mod in LE with ZAP 9 and no DD, and switching mid stream to SE, ZAP 8+, and DD.  My what is possible bearings are off.  I just went back and looked at some the posts and I could not figure out if 9 was still in progress for SE or if they are skipping straight to 10 which will have out of the box SE support.  Sorry for the false 9 is ready alarm!

Well, if nothing else, I got a chuckle out of it. Been there, done that, don't worry. ^^

Posted
1 hour ago, badbat111 said:

binding key mapping worked weirdly when kneeling button is pressed it somehow triggers tfc also followers gone back to freeing automaticly

 

So I went looking for Simple Multiple Followers to give it a test, is it mod 31581 on Nexus?  The other one, mcm companions, I could not find, but might be looking for wrong name.

 

What key did you try remapping the \ to?  Just out of curiosity did you try other keys?  Just trying to figure out if it is global issue.  If tfc is toggle free cam, I didn't have any hotkeys in the mod that would do that, but other mods might.  It is always hard to tell what is using what.

 

About auto freeing, is the checkbox to disable that still showing as checked in the MCM?

Posted
2 hours ago, Kasane31 said:

Anyway to turn off the "Is this thing on?" dialogue box thats on every NPC?

 

I will pull that out in the next release. Just a debug thing I forgot to remove. Thanks for letting me know!

Posted
1 hour ago, lovalter said:

Seems like this conflicts with NFF, they both break if installed together

 

I have been using EFF or no follower mangers for my testing recently.  I will start a new game with NFF and see if I can figure out what is up.  I know it has some pretty busy packages for sand boxing.  I might have to bump up the energy on some of those follower packages to get them to take priority for a minute.  Thanks for letting me know!

Posted
59 minutes ago, Lazy Palm said:

 

I have been using EFF or no follower mangers for my testing recently.  I will start a new game with NFF and see if I can figure out what is up.  I know it has some pretty busy packages for sand boxing.  I might have to bump up the energy on some of those follower packages to get them to take priority for a minute.  Thanks for letting me know!

Scratch that, reinstalled both and now they seem to be working fine

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