traison Posted September 30, 2024 Posted September 30, 2024 2 minutes ago, stnfnk said: So, if the original mod left instances around @libertyordeath said it wasn't leaving instances behind.
stnfnk Posted September 30, 2024 Author Posted September 30, 2024 5 minutes ago, traison said: @libertyordeath said it wasn't leaving instances behind. Excellent. If anyone finds remnants of DW_ApplyEffects script or Magic Effect on NPCs in their save (AFTER removing the DW_DISTR.ini file, loading, saving), please report that here. (or, the DW spells, for that matter.)
libertyordeath Posted September 30, 2024 Posted September 30, 2024 (edited) 1 hour ago, stnfnk said: I'm afraid I don't understand your meaning. The spells are unchanged. So, if the original mod left instances around, I'm sure they are still there. Please let me know if that's the case and is some kind of problem. What she means is: TEST the results. Not in your head, but in the game. My testresults were from my setup on classic DWA, not NG. It means classic DWA should be safe. A bitch to uninstall, but safe if undisturbed. You said your spells are the same, but the code different. Test it and verify the results to be sure. Then test again whenever you change something about the spells or code. With great power comes great responsibility. SPID is power - a grey goo firehose. You are responsible for the results, so verify before release to be safe instead of sorry. Edited September 30, 2024 by libertyordeath
stnfnk Posted September 30, 2024 Author Posted September 30, 2024 10 minutes ago, libertyordeath said: What she means is: TEST the results. Not in your head, but in the game. Of course. My results have been good so far but I just put this together and have not played it for hours yet. I understand there is a concern about corrupting saves so I'd like to hear if anyone experiences that, or any other indication of a problem. Thanks.
libertyordeath Posted September 30, 2024 Posted September 30, 2024 1 hour ago, stnfnk said: I understand there is a concern about corrupting saves so I'd like to hear if anyone experiences that, or any other indication of a problem. Just to provide some context where those "concerns" come from: Once upon a time a modder created the first Skyrim virus. It would infect every NPC in Skyrim. It would propagate forward in saves. It would propagate BACKWARDS into earlier saves. It would propagate into new games. It would even propagate damages - but not the virus itself - over the internet into other other peoples saves. And the modder didn't even intend to do this. He simply had a mindset of "all power, no responsibility", and when shit blew up he was AWOL. The vessels making this possible? SPID, Racemenu presets and skin overrides. Also Skyrim leaking across saves if not restarted between loads and newgames.
stnfnk Posted September 30, 2024 Author Posted September 30, 2024 8 minutes ago, libertyordeath said: Just to provide some context where those "concerns" come from: Once upon a time a modder created the first Skyrim virus. It would infect every NPC in Skyrim. It would propagate forward in saves. It would propagate BACKWARDS into earlier saves. It would propagate into new games. It would even propagate damages - but not the virus itself - over the internet into other other peoples saves. And the modder didn't even intend to do this. He simply had a mindset of "all power, no responsibility", and when shit blew up he was AWOL. The vessels making this possible? SPID, Racemenu presets and skin overrides. Also Skyrim leaking across saves if not restarted between loads and newgames. Wow, well that is terrifying. I don't think there is anything like that in here. The code is included, please take a look. I am a new modder so buyer beware, use at your own risk, YMMV. I am a volunteer who made this for my own play. It's good and I posted it with permission. I'm here for the bug reports and I will try to fix things. If you have serious concerns, please don't use this version.
libertyordeath Posted October 1, 2024 Posted October 1, 2024 (edited) Soo, on the topic of testing things, instead of just assuming they are right: Quote * If anyone wishes to run this for PC only, you can simply remove the DW_DISTR.ini and NPCs will not be given the magic effect. ** If anyone is planning to run this with massive numbers of NPCs in active cell, maybe look into making the DW_DISTR.ini more restrictive on who gets the effect. I was thinking about doing exactly the above: First test it player only, then with a very restrictive npc filter. So out of curiousity, i looked at the SPID documentation. Yes, people on Nexus actually write proper docs - unlike devs in this community. Anyways, i was familiarizing myself with the syntax, and then looked at the DIST.INI that ships with this mod. Spell = 0x860~DW.esp|ActorTypeNPC,-PlayerKeyword It's just one line of code and a very simple one. But if my understanding of the SPID-docs is correct, then the above seemingly harmless line is critically bugged. Why? Because according to SPID specs, comma seperated string filters are ORs, not ANDs. So the "-PlayerKeyword" part wil actually distribute the spell to EVERY ACTOR except the player. Creatures, Chickens, Birds, whatever. Every living thing in the game except the player gets the spell, via the above rule. That was not the plan, was it? How did you not notice? Because you didn't test. And by test i mean verify ingame it works as intended - not "nothing bad happened yet, so i guess it's okay" Edited October 1, 2024 by libertyordeath
stnfnk Posted October 1, 2024 Author Posted October 1, 2024 26 minutes ago, libertyordeath said: Soo, on the topic of testing things, instead of just assuming they are right: I was thinking about doing exactly the above: First test it player only, then with a very restrictive npc filter. So out of curiousity, i looked at the SPID documentation. Yes, people on Nexus actually write proper docs - unlike devs in this community. Anyways, i was familiarizing myself with the syntax, and then looked at the DIST.INI that ships with this mod. Spell = 0x860~DW.esp|ActorTypeNPC,-PlayerKeyword It's just one line of code and a very simple one. But if my understanding of the SPID-docs is correct, then the above seemingly harmless line is critically bugged. Why? Because according to SPID specs, comma seperated string filters are ORs, not ANDs. So the "-PlayerKeyword" part wil actually distribute the spell to EVERY ACTOR except the player. Creatures, Chickens, Birds, whatever. Every living thing in the game except the player gets the spell, via the above rule. That was not the plan, was it? How did you not notice? Because you didn't test. And by test i mean verify ingame it works as intended - not "nothing bad happened yet, so i guess it's okay" Thanks for the bug report. Currently, only NPCs seem to get the effect, animals do not. I think you're right, though. This would be better written as: Spell = 0x860~DW.esp|ActorTypeNPC That will be in the next update. You know, after I test it.
Min Posted October 1, 2024 Posted October 1, 2024 (edited) Hey @traison @libertyordeath. Let's calm down a bit. This is a new modder trying to contribute to the community, and is learning as they go. Let's tone down the vitriol a tad, eh? Try to be a bit more welcoming to newbies. Apply those soft skills a little bit. FWIW, the original version of this mod was notoriously unperformant. Cloak spells are horrific (See the original aroused mod from back in the day). Looking at this mod, though the spell is applied to all NPC's, the magic effect (and thus the script - the part that you're actually concerned with) is only actually applied to the actors that are loaded into the same cell as the player. And no, creatures are not receiving the effect. Your interpretation of the documentation is wrong. Everyone (Yourself included, as evidenced here) will make mistakes. It's okay if those happen. Calm down. This is a hobby community of enthusiasts. Let's be a bit less unfriendly to newcomers. Thanks. Edited October 1, 2024 by Min 10
Zelathi Posted October 1, 2024 Posted October 1, 2024 9 hours ago, stnfnk said: This is a good suggestion. I don't know how to do that, can anyone help? The main two ways people do so these days is either with PapyrusUtil (via .json) or MCM Helper (via .ini). MaskedRPGFan's 'Settings Loader' series would be a good place to look, the source files are included in all his mods (his older ones use PapyrusUtil and newer ones use MCM Helper). Most auto-loaders on this site seem to use PapyrusUtil though, I'd assume because unlike MCM Helper it wouldn't make it a requirement for the mod itself, only a requirement for the settings loading function.
Caithness Posted October 1, 2024 Posted October 1, 2024 Does this still have the Virginity check list?
ebbluminous Posted October 1, 2024 Posted October 1, 2024 For saving MCM settings, there is MCM Recorder that allows you to save the settings of multiple mods at once, then load them in on a new game. I have been using that for the original version of this mod, and now this one
stnfnk Posted October 1, 2024 Author Posted October 1, 2024 (edited) On 10/1/2024 at 1:29 AM, Caithness said: Does this still have the Virginity check list? DW virginity tracking and effects are still in there and now work with SOS or TNG equipped actors. 'Ignore SexLab stats for virginity' in MCM to use the DW virginity tracking. Edited October 3, 2024 by stnfnk
stnfnk Posted October 1, 2024 Author Posted October 1, 2024 6 hours ago, ebbluminous said: For saving MCM settings, there is MCM Recorder that allows you to save the settings of multiple mods at once, then load them in on a new game. I have been using that for the original version of this mod, and now this one Ooh, I'm running on a wabbajack list that has mcmrecorder included. Mcmrecorder is throwing some errors for this mod. Are you seeing that too?
stnfnk Posted October 1, 2024 Author Posted October 1, 2024 (edited) 11 hours ago, Zelathi said: The main two ways people do so these days is either with PapyrusUtil (via .json) or MCM Helper (via .ini). MaskedRPGFan's 'Settings Loader' series would be a good place to look, the source files are included in all his mods (his older ones use PapyrusUtil and newer ones use MCM Helper). Most auto-loaders on this site seem to use PapyrusUtil though, I'd assume because unlike MCM Helper it wouldn't make it a requirement for the mod itself, only a requirement for the settings loading function. The wabbajack I'm using also has PapyrusUtil and MCM Helper. I will look into this, thank you! Edited October 1, 2024 by stnfnk
ebbluminous Posted October 1, 2024 Posted October 1, 2024 57 minutes ago, stnfnk said: Ooh, I'm running on a wabbajack list that has mcmrecorder included. Mcmrecorder is throwing some errors for this mod. Are you seeing that too? It's all good for me. Could be something to do with the Wabbajack list - I don't use them 1
evil-I-r-n00b Posted October 1, 2024 Posted October 1, 2024 If you have both SL and Ostim SA installed will this work with both?
alain31 Posted October 1, 2024 Posted October 1, 2024 Hi, With the old Dripping When Aroused mod the characters with the drip spell flash invisible and reappear in the solitude buildings. Has anyone found a solution to this problem?
stnfnk Posted October 1, 2024 Author Posted October 1, 2024 1 hour ago, evil-I-r-n00b said: If you have both SL and Ostim SA installed will this work with both? Yes, it should. It looks for both SL and OStim animation events. Let me know how it works for you. If you "use SL gender" checkboxes, it checks TNG_Gentlewoman first (if TNG is detected), then SL gender. 1
stnfnk Posted October 1, 2024 Author Posted October 1, 2024 27 minutes ago, alain31 said: Hi, With the old Dripping When Aroused mod the characters with the drip spell flash invisible and reappear in the solitude buildings. Has anyone found a solution to this problem? I'm not familiar with this problem. Can you reproduce it with this version of DW?
modball Posted October 1, 2024 Posted October 1, 2024 (edited) 1 hour ago, stnfnk said: I'm not familiar with this problem. Can you reproduce it with this version of DW? Reproducible in the Blue Palace master bedroom. I just tested v1.0.2 and the issue persists. Edited October 1, 2024 by modball
stnfnk Posted October 1, 2024 Author Posted October 1, 2024 (edited) 5 minutes ago, modball said: Reproducible in the Blue Palace master bedroom. I just tested v1.0.2 and the issue persists. Thank you. I'm not sure how to troubleshoot. Could there be something about the included asset .nif files causing this? Are you on SE or VR? Edited October 1, 2024 by stnfnk
modball Posted October 1, 2024 Posted October 1, 2024 17 minutes ago, stnfnk said: Thank you. I'm not sure how to troubleshoot. Could there be something about the included asset .nif files causing this? Are you on SE or VR? This problem has been around a long time (with LE too). The issue might be due to some oddities in the ZAZ fluidity effects and/or the lighting used in Solitude. Ed86 mentions it in the DWA LE description: Quote Issues: There seems to be 1-2sec warping(visual dissapearence) of charactes in Blue Palace, problem seems to be in zaz fluidity effects, no idea what is the cause or how to fix it. Perhaps something to try to solve another day. I am on SSE Another old issue with DWA is that the milk effect tends to emanate from behind the breasts with 3BBB bodies, at least with BHUNP, I haven't tested 3BA. Though I am admittedly just taking a wild stab at fixing this, I've tried editing the nifs in various ways to match 3BBB naming scheme, for example: Changing NIStringsExtraData from NamedNode&NPC R Breast to NamedNode&R Breast or NamedNode&R Breast01. Changing the three NiPSysPositionModifier strings under each node from NPC R Breast01 to R Breast01 (and R Breast02 and 03) However these edits only seem to move the start point of the effect too far forward from the body and I haven't found a way to adjust the distance.
stnfnk Posted October 1, 2024 Author Posted October 1, 2024 1 hour ago, modball said: This problem has been around a long time (with LE too). The issue might be due to some oddities in the ZAZ fluidity effects and/or the lighting used in Solitude. Ed86 mentions it in the DWA LE description: Perhaps something to try to solve another day. I am on SSE Another old issue with DWA is that the milk effect tends to emanate from behind the breasts with 3BBB bodies, at least with BHUNP, I haven't tested 3BA. Though I am admittedly just taking a wild stab at fixing this, I've tried editing the nifs in various ways to match 3BBB naming scheme, for example: Changing NIStringsExtraData from NamedNode&NPC R Breast to NamedNode&R Breast or NamedNode&R Breast01. Changing the three NiPSysPositionModifier strings under each node from NPC R Breast01 to R Breast01 (and R Breast02 and 03) However these edits only seem to move the start point of the effect too far forward from the body and I haven't found a way to adjust the distance. I just ran the assets through CAO and it did change the .nifs but didn't tell me what it did to them. I'll try to see if it makes a difference. I'm no expert but I'll peek into a mod with nipple piercings and see what it does differently. Maybe we need some kind of bodyslide built emitters.
modball Posted October 1, 2024 Posted October 1, 2024 57 minutes ago, stnfnk said: Maybe we need some kind of bodyslide built emitters Perhaps but it seems like there are no meshes in the existing files. Spoiler
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