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Posted

It has a couple new things/fixes over sexlab 1.62's version but nothing critical, and is the same version that will be included in sexlab 1.63

Posted

May I ask what is different between the file here and the one on Nexus of the same name, version number and update date? Their credits surely are different unless I misread, so it got me curious.

  • 3 weeks later...
Posted

i have updated  to the new version but my ctd when i load a save or i get in but it say  papyus storage problems?

 

i have cleaned the game and have boss and most of the others programs....

  • 1 month later...
Posted

featured request:

 

Int Function GetSystemTimeDay() ;; 1-31

Int Function GetSystemTimeMonth() ;; 1-12

Int Function GetSystemTimeYear() ;; ex 2017

Int Function GetSystemTime() ;; unix timestamp

 

day/month/year will allow us to code easter eggs (easter or not)

 

get system time will allow us to track real life time spent doing things. Utility.GetCurrentRealTime() only returns seconds the game has been running, which resets every game boot (not save launch) so its kinda useless. one thing i want to do is provide a buff if you leave your char in bondage, quit the game, and then reload it a few hours later.

 

i'd be more than happy to attempt to contribute the code to do so, given, code and build instructions.

Posted

featured request:

 

Int Function GetSystemTimeDay() ;; 1-31

Int Function GetSystemTimeMonth() ;; 1-12

Int Function GetSystemTimeYear() ;; ex 2017

Int Function GetSystemTime() ;; unix timestamp

 

day/month/year will allow us to code easter eggs (easter or not)

 

get system time will allow us to track real life time spent doing things. Utility.GetCurrentRealTime() only returns seconds the game has been running, which resets every game boot (not save launch) so its kinda useless. one thing i want to do is provide a buff if you leave your char in bondage, quit the game, and then reload it a few hours later.

 

i'd be more than happy to attempt to contribute the code to do so, given, code and build instructions.

 

EDIT: I just realized that this isn't even related to your idea. Derp, sorry. Ignore me.   :blush:

 

 

 

I keep thinking there might be a workaround... like, if you send an event on every game load that saves the current game date and time to a variable(s), and another event on game save (there's an event for that, right?), subtract one from the other, then divide by the current timescale, you get how long the game has been played?

 

For example:

 

((endTime - beginTime) / timeScale) = amount of real time between game load and game save

 

 

  • 2 weeks later...
Posted

Thank You! so much Ashal, these papyrusUtil have been one of the more solidifying game helper I have found.  They really make  difference.

  • 3 weeks later...
Posted

Hello Ashal,

 

congrats for the new "path oriented" function to handle JSON files.

 

Now, I think there is a potential problem with the case sensitivity.

The non-path-oriented function were always putting lowercase the keys, and when you get a value, it does not matter the case of the string, it is searched lowercase.

 

For the path-oriented functions, it seems that you are storing the keys in the exact case you get them from Papyrus.

But this can be problematic.

 

Case you search for keys in paths by doing a not-case-sensitive comparison: it will work, but of course it consumes a little bit more computing power that a case-sensitive comparison.

Case you search keys in paths as is: then some keys will not be found, because the case of a string in Papyrus may change depending on the installed mods.

 

 

K.R.,

Any news on this? I'm facing the same problem right now. In the meantime, is there a way to force skyrim to use lowercase letters?

Posted

 

Any news on this? I'm facing the same problem right now. In the meantime, is there a way to force skyrim to use lowercase letters?

 

 

No, there is no way.

The workaround I do is to have substrings with each key, and then construct the main path from them.

In this way, the case is stable. But again, can be problematic for some installations.

  • 1 month later...
Posted

Is there a flag, or a way, to allow multiple entries with the same key? 

 

I'm trying to save out mannequin info. I've got a bunch of mannequins all outfitted differently.

 

I figured I would simply save all the info in a certain order (X/Y/Z position, Z angle, gear, gear, gear, etc) and use actor ID as the key . . . but only the last write survives as each entry overwrites. 

 

If I use a list, I fear it would be the same, except one level down from an index. if I could make the list index arbitrary (the actor id), then i could have proper key (field name) values pairs.

 

As it stands right now, I'll do it with multiple files. Individual file per actor id, then key:value pairs internally.

  • 3 weeks later...
Posted

Missing in documentation:

is the StorageUtil keyName unique for a data type or is it shared between types:

 

FormListAdd(self,"test",myForm)

StringListAdd(self,"test","hello")

 

What will happen here?

  • 4 weeks later...
Posted

Hi Ashal

 

It looks like we stumbled on a potential bug with PapyrusUtil.

 

People reported multiple storageUtil variables being erased from several mods after being enslaved in SD+ and loading a game. Variables from Prison overhaul, Sexlab (custom voices) and even from SD+ own variables were plainly reset.

 

I seem to have tracked down the issue to setting a string value with a long, multi-lines text (one string with multiple \n inside).

After commenting out that storageutil call, the issue seems to have gone away.

 

I still have to do more tests but I thought it was worth mentioning to keep an eye on using very long strings with multiple lines.

Posted

The resets seems to be coming from the multi-line text, yet the content is properly stored and accessible during game play. The issue only occurs when saving or loading a save with that content stored.

  • 1 month later...
Posted

Hi!

 

Is it possible to open an external file with papyrus? Like a shortcut, an exe, or a cmd command?

Or is it possible at all to extend papyrus functionality somehow so it can do it?

 

 

This is not the topic I'm supposed to be asking this in I believe, and I'll try the Skyrim Technical Support topic if I don't get an answer, but I thought If someone knows the answers to questions regarding papyrus, it's someone who can write a mod like PapyrusUtil. So I hope you or someone can help me with this.

 

I'm a total beginner with papyrus, though I've slightly dabbled in other programming before, and the only reason I ask is this idea of mine which would be relatively easy to implement if I can open a file with a papyrus script.

In case it matters, I want to align the Devious Devices vibrator effect to trigger a (programmed) real vibrator. It's all just an idea yet, but in theory I would want to add a script line inside the DD vibration script which would start an external script that starts a vibrator in a similar vibration pattern.

 

Thanks for the help in advance!

  • 2 weeks later...
Posted

Hi. I've got a bit of a problem and I hope somebody can help me out. I was a bit shocked to see that one of the four logs that papyrus creates in user/documents/....etc. is 36 GB large. I didn't even know txt files could be this big :) Of course. I'm terrified of opening it because it will probably take until next week to load it.

 

Is this something that's supposed to happen? Can I delete the file without compromising my saved games? It's the Papyrus.1.txt. The other three are all  under 1MB,

 

Thank you.

Posted

Yes you can delete the logs, they don't affect your save, they just record debug statements and errors as papyrus executes scripts.

Posted

Yes you can delete the logs, they don't affect your save, they just record debug statements and errors as papyrus executes scripts.

 

Thank you.

  • 4 weeks later...
Posted

No, there's not. They are both provided for backward compatibility reasons, RemoveAt came first, Pluck was added later to add the additional return without breaking scripts already using the previous function.

  • 3 months later...
Posted

Hi!

Will you port to SkyrimSE now that we have an alpha SKSE for it?

Now would be the time to check for bugs, so we can have a nice and stable SKSE sooner rather than later.

(Or am I mistaken, and this is something that will definitely work and is only worth doing it after we have a stable SKSE?)

At least I'm hoping that I'll be able to switch to SE with pretty much everything eventually.

Thanks for the mod btw! =)

  • 4 weeks later...
Posted
As a quick status update on SKSE64. I've gotten a version of the plugin converted and running under SKSE64 a couple of hours ago. I've put zero testing into it though beyond just making sure Skyrim SE still launches with it.

 

It is, however, missing all of the ActorUtil (package overrides) and ObjectUtil (animation overrides) functions the current non-SE version has, as well as the TFC functions in MiscUtil. These are unlikely to return as they required some assembly editing in the game and I lack the reverse-engineering know how to get them working in the 64-bit version.

 

I'll try and get the testing done soon as I can so it can be released, but if any modders are willing to help me test it to confirm everything is still working as expected. Feel free to give the version below a try. Everything in it, in theory, should work fine. I am however slightly hesitant on if StorageUtil form storage is still working right when, namely when trying to load save with existing form storage, both with and without included load order changes.

 


Posted

 

papyrusutil is the one thing most my mods depend on.

 

testing so hard.

 

fwiw - Display Model, Untamed, and Soulgem Oven all depend on ActorUtil Overrides being complete tho  :( including re-application of overrides on game load. if you do give up on that im not sure its a good idea to continue calling it the same mod name. been using PapyrusUtil a long time, iirc before you had even taken it over. :o

Posted

 

As a quick status update on SKSE64. I've gotten a version of the plugin converted and running under SKSE64 a couple of hours ago. I've put zero testing into it though beyond just making sure Skyrim SE still launches with it.
 
It is, however, missing all of the ActorUtil (package overrides) and ObjectUtil (animation overrides) functions the current non-SE version has, as well as the TFC functions in MiscUtil. These are unlikely to return as they required some assembly editing in the game and I lack the reverse-engineering know how to get them working in the 64-bit version.
 
I'll try and get the testing done soon as I can so it can be released, but if any modders are willing to help me test it to confirm everything is still working as expected. Feel free to give the version below a try. Everything in it, in theory, should work fine. I am however slightly hesitant on if StorageUtil form storage is still working right when, namely when trying to load save with existing form storage, both with and without included load order changes.
 

 

 

#Progression 

Posted

 

 

papyrusutil is the one thing most my mods depend on.

 

testing so hard.

 

fwiw - Display Model, Untamed, and Soulgem Oven all depend on ActorUtil Overrides being complete tho  :( including re-application of overrides on game load. if you do give up on that im not sure its a good idea to continue calling it the same mod name. been using PapyrusUtil a long time, iirc before you had even taken it over. :o

 

 

Well, even if no one is able to port the actor package functions to SSE... would not be possible to use alias to add packages to an actor? I'm not expert with using quest alias and probably it will require more work than just use this functions but i think quest alias should allow to add packages to actos like with the ActorUtil Overrides

 

Posted

I re-adjusted my packages, i found I used more MiscUtil than what I thought, but other than that, it works fine, I can't find a Problem  I mis-read the MiscUtil bit, so I was pleasantly surprised when FileExist worked. All I do is continue testing, but it's looking GOOD.

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