Kendo 2 Posted August 21, 2014 Posted August 21, 2014 The thing about this latest series of posts is that. TESV Arena Mod, has been covered by at least 4 pages just about a week ago. We all arrived at the problem was a "Fortress" that could be excluded from that mod by installing it differently. We also spent a lot of time on how to merge the separate fort ESP's of which I think there were 7 esp's for 7 locations that would be compatible. An Author cannot really be expected to just up and move the contents of the location of his/her mod for a few user's. I just find it bizarre that someone would show up to a location/building thread and say "Hey man move your mod's location so my other location mod works." Its kinda like this if that was a legit thing to say why not go to the other mod authors page and also say to him. "Hey dude, you have to move your fortress so that my favorite mod Captured Dreams from Lovers Lab by Valedarious will work otherwise I wont play your Fortress mod man." Both of these sort of statements or inquiries don't come off well. Its on us the end-user to make a decision on what we install and use. Choices have to be made, but this attitude is nothing new. When I released Atropa for Oblvion the mod was out about 6 months and then suddenly I get flooded with comments that my mod conflicted with an overhaul, an overhaul that was made AFTER my mod was released. The complainers weren't going to the overhaul upload page to complain about conflicts, they were telling ME that I needed to change my mod location. Some people just don't get it. When Veladarius is finished with Captured Dreams I'll be playing it. I've already ditched the few Sexlab mods that conflicted. They were mods I somewhat liked, but they added dialogue and AI behaviors that hi-jacked NPCs from their regular routines. Those mods are gone, but there is still a slot for Captured Dreams when the time comes. Pick and choose your mods, people!
carnifex Posted August 21, 2014 Posted August 21, 2014 Kendo is right - sometimes, sacrifices have to be made.
Veladarius Posted August 21, 2014 Author Posted August 21, 2014 There were a bunch of changes made to gags in the latest releases. To free up a slot we consolidated them to use only Slot-44 (they used 2 slots previously, 44 and 50), which required a bunch of meshes and records to be changed (all of them, actually), new ones made, old ones deleted, that sort of thing. Between DDa/DDi/DDx, that's almost 50 gags i had to deal with on a deadline, and in that process one of them (Ebonite panel) got assigned a new ScriptInstance record. The CD script no doubt points to the old one, and that'd be why it's not working as intended. Fixed for the update to come soon, checking some final things before release.
nameless701 Posted August 21, 2014 Posted August 21, 2014 I am actually not using any other mod that uses the same space, but in the case I was, I have something clear: the incoming Captured Dreams Shop has priority over the rest , the other mods using that space can go to Oblivion... Is good to know which ones are not compatible, tho, so you can write that in the OP and in the Readme good posting
Plumber Posted August 21, 2014 Posted August 21, 2014 Some people just don't get it. "There is not enough potatoes in my cabbage!" - "Well, buddy, let's talk about choices..." P.S. As always, sorry for my English.
Koffii Posted August 22, 2014 Posted August 22, 2014 Fixed for the update to come soon, checking some final things before release. Did I read that right? Update soon?
Veladarius Posted August 22, 2014 Author Posted August 22, 2014 Yes, hopefully tomorrow. I have a few small adjustments to do and so long as no other issues are found. Here is what it will include: Changes that will be in the mini update are: - added the new leather items to random lists - enable quests to be done if wearing a standard keyed belt if the Master like you enough (rank of 15+) - New item set - the Protector Belt and Bra. They are sold in sets, 1 belt (closed or open back padded belt) and 1 bra in either steel, silver or bronze finish. They use an amulet to remove them instead of a key and bandits can't remove them so you can keep yourself safe from them. These are Player items ONLY. The amulet only works on the player and if you put them on an npc you won't get it off again without the console. - a few dialogue changes here and there, some to update for the Protector belt, others to correct some structure problems - The Confiscation quest will recognize the new DD Expansion items - An MCM toggle for the Confiscation quest to disable the equipping of gags, armbinders and blindfolds but they will still be taken. Each will have their own toggle - Any time standard items are removed and replaced with custom ones for a quest, once they are removed you will get your old items equipped on you again. - Lighting adjustments The status on the rest of the expansion is: -Most residents are finished, some need AI packages and outfits still. -Existing npc's need AI packages updated. -New npc's need their dialogue -Shop interior needs updated, will have minor layout changes once the expansion is done. -New quests -Additional customer npc's and their AI and actions -Overhaul existing quests, several need improvements to them -Add some follower support -Create some new items
Gameplayer Posted August 22, 2014 Posted August 22, 2014 Yes, hopefully tomorrow. I have a few small adjustments to do and so long as no other issues are found. Here is what it will include: Changes that will be in the mini update are: - added the new leather items to random lists - enable quests to be done if wearing a standard keyed belt if the Master like you enough (rank of 15+) - New item set - the Protector Belt and Bra. They are sold in sets, 1 belt (closed or open back padded belt) and 1 bra in either steel, silver or bronze finish. They use an amulet to remove them instead of a key and bandits can't remove them so you can keep yourself safe from them. These are Player items ONLY. The amulet only works on the player and if you put them on an npc you won't get it off again without the console. - a few dialogue changes here and there, some to update for the Protector belt, others to correct some structure problems - The Confiscation quest will recognize the new DD Expansion items - An MCM toggle for the Confiscation quest to disable the equipping of gags, armbinders and blindfolds but they will still be taken. Each will have their own toggle - Any time standard items are removed and replaced with custom ones for a quest, once they are removed you will get your old items equipped on you again. - Lighting adjustments The status on the rest of the expansion is: -Most residents are finished, some need AI packages and outfits still. -Existing npc's need AI packages updated. -New npc's need their dialogue -Shop interior needs updated, will have minor layout changes once the expansion is done. -New quests -Additional customer npc's and their AI and actions -Overhaul existing quests, several need improvements to them -Add some follower support -Create some new items Sounds Awesome! I was just thinking about something though, I bet the Master could confiscate some of the items I've made lol. Oh nice, I just read that about standard items...Maybe the player will get them back
xxsleepyxx Posted August 22, 2014 Posted August 22, 2014 Hmm. i can by slavegirl chains, but they have no nif (slavegirlstar2_1.nif). supposed to be in sextoys-calyps folder. is there a newer version of calyps sextoys that i cant find that has this?
Veladarius Posted August 22, 2014 Author Posted August 22, 2014 Hmm. i can by slavegirl chains, but they have no nif (slavegirlstar2_1.nif). supposed to be in sextoys-calyps folder. is there a newer version of calyps sextoys that i cant find that has this? I don't now what the issue is either, not sure if it isn't included with it or just not set up correctly.
Veladarius Posted August 22, 2014 Author Posted August 22, 2014 Yes, hopefully tomorrow. I have a few small adjustments to do and so long as no other issues are found. Here is what it will include: Changes that will be in the mini update are: - added the new leather items to random lists - enable quests to be done if wearing a standard keyed belt if the Master like you enough (rank of 15+) - New item set - the Protector Belt and Bra. They are sold in sets, 1 belt (closed or open back padded belt) and 1 bra in either steel, silver or bronze finish. They use an amulet to remove them instead of a key and bandits can't remove them so you can keep yourself safe from them. These are Player items ONLY. The amulet only works on the player and if you put them on an npc you won't get it off again without the console. - a few dialogue changes here and there, some to update for the Protector belt, others to correct some structure problems - The Confiscation quest will recognize the new DD Expansion items - An MCM toggle for the Confiscation quest to disable the equipping of gags, armbinders and blindfolds but they will still be taken. Each will have their own toggle - Any time standard items are removed and replaced with custom ones for a quest, once they are removed you will get your old items equipped on you again. - Lighting adjustments The status on the rest of the expansion is: -Most residents are finished, some need AI packages and outfits still. -Existing npc's need AI packages updated. -New npc's need their dialogue -Shop interior needs updated, will have minor layout changes once the expansion is done. -New quests -Additional customer npc's and their AI and actions -Overhaul existing quests, several need improvements to them -Add some follower support -Create some new items Sounds Awesome! I was just thinking about something though, I bet the Master could confiscate some of the items I've made lol. Oh nice, I just read that about standard items...Maybe the player will get them back The confiscation uses form lists and compares them against what the player has but I can probably make a detection script like what I did for Interactions to add items to them. As far as reequipping old items, so long as they are not quest items (has the blockgeneric keyword) it will remove them and reequip them again. I have my scripts look for that keyword and if it finds them it skips that item.
malbolzcha Posted August 22, 2014 Posted August 22, 2014 - enable quests to be done if wearing a standard keyed belt if the Master like you enough (rank of 15+) just belts? or does that include collars and such?
Veladarius Posted August 22, 2014 Author Posted August 22, 2014 - enable quests to be done if wearing a standard keyed belt if the Master like you enough (rank of 15+) just belts? or does that include collars and such? You can have any locked item on.
malbolzcha Posted August 22, 2014 Posted August 22, 2014 - enable quests to be done if wearing a standard keyed belt if the Master like you enough (rank of 15+) just belts? or does that include collars and such? You can have any locked item on. exellent . no more worrying about her not letting me do quests if she sticks stuff on me
Guest smellbo Posted August 22, 2014 Posted August 22, 2014 I bet there will be 1,000 questions of "how do i get protector belt and bra off lydia"
Veladarius Posted August 22, 2014 Author Posted August 22, 2014 I bet there will be 1,000 questions of "how do i get protector belt and bra off lydia" Yep, and my answer is "good luck getting it off with the console"
vipermagi Posted August 22, 2014 Posted August 22, 2014 I bet there will be 1,000 questions of "how do i get protector belt and bra off lydia" Yep, and my answer is "good luck getting it off with the console" To bad I can't make a batch script to find the load order and "drop XXXXXXXX" on targeted actor from in game. I imagine that would get a couple downloads shortly. Is it possible to flag an item as not wearable except by the player?
Gameplayer Posted August 22, 2014 Posted August 22, 2014 I bet there will be 1,000 questions of "how do i get protector belt and bra off lydia" Yep, and my answer is "good luck getting it off with the console" To bad I can't make a batch script to find the load order and "drop XXXXXXXX" on targeted actor from in game. I imagine that would get a couple downloads shortly. Is it possible to flag an item as not wearable except by the player? I'd like to know if that's possible. I've been working with items and all I have seen in that regard is "playable" flag.
Veladarius Posted August 22, 2014 Author Posted August 22, 2014 I bet there will be 1,000 questions of "how do i get protector belt and bra off lydia" Yep, and my answer is "good luck getting it off with the console" To bad I can't make a batch script to find the load order and "drop XXXXXXXX" on targeted actor from in game. I imagine that would get a couple downloads shortly. Is it possible to flag an item as not wearable except by the player? I'd like to know if that's possible. I've been working with items and all I have seen in that regard is "playable" flag. I have not seen anything that can keep an npc from using things, only players. I made a change to the script for the Protector Amulet, it will remove the items from whoever puts it on.
vipermagi Posted August 22, 2014 Posted August 22, 2014 ... I have not seen anything that can keep an npc from using things, only players. I made a change to the script for the Protector Amulet, it will remove the items from whoever puts it on. My knowledge is very limited, so this may be wrong, but I believe, on an individual actor you can set a list of items that are permitted or possibly denied, but I don't know of a way to apply this globally to all non-modded npc's. An example of what I'm talking about is Fawkes from Fallout 3. He is only allowed to use very specific weapons, and not even their unique counter parts due to them not being added to the list manually. I stand fully warned of head-aches if I put the set on an npc, but you know if you put it on the front page every other sentence, someone will still do it and then wonder why they can't get it back.
Gameplayer Posted August 22, 2014 Posted August 22, 2014 ... I have not seen anything that can keep an npc from using things, only players. I made a change to the script for the Protector Amulet, it will remove the items from whoever puts it on. My knowledge is very limited, so this may be wrong, but I believe, on an individual actor you can set a list of items that are permitted or possibly denied, but I don't know of a way to apply this globally to all non-modded npc's. An example of what I'm talking about is Fawkes from Fallout 3. He is only allowed to use very specific weapons, and not even their unique counter parts due to them not being added to the list manually. I stand fully warned of head-aches if I put the set on an npc, but you know if you put it on the front page every other sentence, someone will still do it and then wonder why they can't get it back. I think that had to do with Fawkes being a "Super Mutant." Your right on, super mutants could only use a set number of items and this was put in place because of model restraints. A similar system put into place here would probably turn away modders. Implication of compatibility plus other issues could arise if a global system were introduced to prevent only one item? Headaches.
Min Posted August 22, 2014 Posted August 22, 2014 DD actually supports the functionality you're looking for. I wrote an article covering this sort of usage (Not this exact use case) on the Wiki last week. https://github.com/DeviousDevices/Docs/wiki/Device-Customization#OnEquippedFilter So, in your case, you'll want to override the OnEquippedFilter function (The following would be an example collar that only the player can equip). ScriptName myCustomCollar extends zadCollarScript zadLibs Property libs Auto int Function OnEquippedFilter(actor akActor, bool silent=false) if akActor != libs.PlayerRef return 2 ; Do not equip the item. EndIf return 0 ; Otherwise, proceed with equipping as normal. EndFunction
sen4mi Posted August 22, 2014 Posted August 22, 2014 There were a bunch of changes made to gags in the latest releases. To free up a slot we consolidated them to use only Slot-44 (they used 2 slots previously, 44 and 50), which required a bunch of meshes and records to be changed (all of them, actually), new ones made, old ones deleted, that sort of thing. Between DDa/DDi/DDx, that's almost 50 gags i had to deal with on a deadline, and in that process one of them (Ebonite panel) got assigned a new ScriptInstance record. The CD script no doubt points to the old one, and that'd be why it's not working as intended. Fixed for the update to come soon, checking some final things before release. This sounds good. I am going to assume that you all need nothing further from me, on this particular issue. Thank you!
Veladarius Posted August 23, 2014 Author Posted August 23, 2014 The update is available. it is a full version and includes everything needed for the mod.
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