krighaur Posted July 23, 2016 Posted July 23, 2016 So i guess it is safe to say that v4 will be out soon, any chance of a date if not no worries ???? Because he doesn't know how long it will take to fix the bugs, he obviously can't give a date. It releases maybe probably this month. But we can't be sure. We're mostly finding and fixing bugs now. Sorry we are not all finding and fixing bugs now .... so don't be astonished that people ask for a release date after all the teasing they see here
GreatCroco Posted July 23, 2016 Posted July 23, 2016 The scripts are easy to do as much of it is copy/paste but they take time to do as I have to look up the ID numbers of every item and organize them by outfits. I typically start with the merchant list as it has all of the items in it then copy the items I want for outfits from there and just change the list it is going into. As for the utility you directed me to I actually use the CK to create a bsa, extract the files then remove what does not belong (assets from other mods and such). I understand that the scripts are easy enough to do, since it's just copy/paste. But that's not the whole point I'm trying to make with my suggestion. You could make a utility script which loads the required ids from a json file. If you need to change something, you'd only have one place to change it (utility script) and adding a new set of outfits would be as easy as changing one text file.
bicobus Posted July 23, 2016 Posted July 23, 2016 So, no need to compile anything or launch the CK. Could lead to third party addons: they can auto-add themselves if they meet the requirements, whatever they are. Eventually, it could lead to a reduced workload since anybody could submit addons. Right?
Veladarius Posted July 23, 2016 Author Posted July 23, 2016 if Modactive != "Available" || Modactive != "Active" Modactive = "Available" So I'm only literally glancing at this, but as far as I can tell this literally always sets Modactive = "Avaliable". The second part of the if statement doesn't even matter. If Modactive != "Available" it is set to "Available". The only case this doesn't happen is when it's already Available. When it's != "Active" it's either already "Available" or != "Available". So really all this is doing is the exact same as the single line: Modactive = "Available" without the if statement. Actually it is a check to see if has not already been loaded or activated. Whenever the player has the system check for outfits it will check all of them, ones that are Available are not activated, ones that are Active have been activated and added in. For that if statement to return false modactive would need to be "available" and "active" at the same time which it obviously cant do and thus whatever modactive is then its always going to be set to "available" here If you want it to be true only if it is neither then you would need to make it as below if !(Modactive == "Available" || Modactive == "Active") Modactive = "Available" or if Modactive != "Available" && Modactive != "Active" Modactive = "Available" But as pointed out part of it is redundant as this if Modactive != "Available" Modactive = "Available" and this modactive = "Available" result in identical state. So the first part of the if could as well be removed like below if Modactive != "Active" Modactive = "Available" and it would still work as intended. But the point is that there is a bug or a design flaw there and you should fix it. Tough I can see how someone who hasn't done much programming could make these kinds of mistakes. And I do hope this is the only place you made this kind of mistake. I'd hate it if the mod got delayed because of similar bugs. Captured dreams is one of my favourite mods on this site. Keep up the amizing work. My statement works just fine as it is written and has properly detected if a mod is not there, that has already been tested.
Veladarius Posted July 23, 2016 Author Posted July 23, 2016 The scripts are easy to do as much of it is copy/paste but they take time to do as I have to look up the ID numbers of every item and organize them by outfits. I typically start with the merchant list as it has all of the items in it then copy the items I want for outfits from there and just change the list it is going into. As for the utility you directed me to I actually use the CK to create a bsa, extract the files then remove what does not belong (assets from other mods and such). I understand that the scripts are easy enough to do, since it's just copy/paste. But that's not the whole point I'm trying to make with my suggestion. You could make a utility script which loads the required ids from a json file. If you need to change something, you'd only have one place to change it (utility script) and adding a new set of outfits would be as easy as changing one text file. It may be something to look at later but I don't know anything about using json files and don't intend to make changes to something that works and try and figure out something else. So, no need to compile anything or launch the CK. Could lead to third party addons: they can auto-add themselves if they meet the requirements, whatever they are. Eventually, it could lead to a reduced workload since anybody could submit addons. Right? Yes, I intend to have empty slots for use with a preset number of leveled lists set up of different types for each one. The mod will already include 'blank' addon scripts and I will have notes on what needs done, properties for the scripts will already be set to the proper lists so only the script will need done. I will likely do the UNP Tera armors since there isn't a UUNP conversion for the CBBE one I am using and will probably be the last one to be included in the initial release. The Shiny Catsuits has other meshes available as does slave leia (I believe). If not I would be grateful for any assistance in getting them converted as I absolutely suck at converting them. I am currently trying to check out an issue with the equipping of some items, not sure if it is my game being unstable or what as other testers have not had the same issue. I am going to disable some mods and start a new game to check things out. I had to disable the preference on plugs for now, at least until I can figure out why the MCM menu is not picking up the right Array Lists for the menus. I`ll repeat myself: http://www.nexusmods.com/skyrim/mods/74077/? The UNP Tera armor mod I will be adding is the base for that mod, since that mod is primarily just a texture replacer for the one I am using (according to the mod's description) it should still work with that installed.
Veladarius Posted July 24, 2016 Author Posted July 24, 2016 I am preparing a new update for my testers, it is the first Release Candidate version.
cloudsan1984 Posted July 25, 2016 Posted July 25, 2016 Congratz on your hard work and , who can forget , thank you Veladarius.
Krynn Posted July 25, 2016 Posted July 25, 2016 First: your Mod is awesome! Thank You for that! One Question Pls... will your Update be in German too, like the others? Wird der neue Mod auch auf Deutsch verfügbar sein? Greetings, Liebe Grüße, Mike
qawsedrftg765 Posted July 25, 2016 Posted July 25, 2016 I am preparing a new update for my testers, it is the first Release Candidate version. Thanks for all your hard work **Hype**
Veladarius Posted July 25, 2016 Author Posted July 25, 2016 First: your Mod is awesome! Thank You for that! One Question Pls... will your Update be in German too, like the others? Wird der neue Mod auch auf Deutsch verfügbar sein? Greetings, Liebe Grüße, Mike There will be a German translation, CGi has been working on it during development but there has been a lot for him to do, v4 has (at last count given to me) just over 9600 lines of dialogue in it.
Krynn Posted July 25, 2016 Posted July 25, 2016 First: your Mod is awesome! Thank You for that! One Question Pls... will your Update be in German too, like the others? Wird der neue Mod auch auf Deutsch verfügbar sein? Greetings, Liebe Grüße, Mike There will be a German translation, CGi has been working on it during development but there has been a lot for him to do, v4 has (at last count given to me) just over 9600 lines of dialogue in it. Thank You! Where i can download the new version? Testing is no prob.
kronnos44 Posted July 25, 2016 Posted July 25, 2016 First: your Mod is awesome! Thank You for that! One Question Pls... will your Update be in German too, like the others? Wird der neue Mod auch auf Deutsch verfügbar sein? Greetings, Liebe Grüße, Mike There will be a German translation, CGi has been working on it during development but there has been a lot for him to do, v4 has (at last count given to me) just over 9600 lines of dialogue in it. Thank You! Where i can download the new version? Testing is no prob. the problem is he decided a while back who could become a tester , the group already exists and nobody can go in anymore (i think) Just be patient i supose it'll comme out soon enough
special Posted July 25, 2016 Posted July 25, 2016 if Modactive != "Available" || Modactive != "Active" Modactive = "Available"So I'm only literally glancing at this, but as far as I can tell this literally always sets Modactive = "Avaliable". The second part of the if statement doesn't even matter. If Modactive != "Available" it is set to "Available". The only case this doesn't happen is when it's already Available. When it's != "Active" it's either already "Available" or != "Available". So really all this is doing is the exact same as the single line: Modactive = "Available" without the if statement. Actually it is a check to see if has not already been loaded or activated. Whenever the player has the system check for outfits it will check all of them, ones that are Available are not activated, ones that are Active have been activated and added in. For that if statement to return false modactive would need to be "available" and "active" at the same time which it obviously cant do and thus whatever modactive is then its always going to be set to "available" here If you want it to be true only if it is neither then you would need to make it as below if !(Modactive == "Available" || Modactive == "Active") Modactive = "Available" or if Modactive != "Available" && Modactive != "Active" Modactive = "Available" But as pointed out part of it is redundant as this if Modactive != "Available" Modactive = "Available" and this modactive = "Available" result in identical state.So the first part of the if could as well be removed like below if Modactive != "Active" Modactive = "Available" and it would still work as intended. But the point is that there is a bug or a design flaw there and you should fix it. Tough I can see how someone who hasn't done much programming could make these kinds of mistakes. And I do hope this is the only place you made this kind of mistake. I'd hate it if the mod got delayed because of similar bugs. Captured dreams is one of my favourite mods on this site. Keep up the amizing work. My statement works just fine as it is written and has properly detected if a mod is not there, that has already been tested. Sorry to chime in, I don't know the full context but from a programmers point of view the logic in the below if statement will always return false: if Modactive != "Available" || Modactive != "Active" Modactive = "Available" This reads: "if Modactive is not equal to Available OR is not equal to Active then set Modactive to Available" If you read it like that in English, it doesn't make sense. To make the if statement work as written you need to replace the OR with an AND like below: if Modactive != "Available" && Modactive != "Active" Modactive = "Available" This reads: "if Modactive is not equal to Available AND is not equal to Active then set Modactive to Available" Like I said, I don't know the exact context of the conversation, just wanted to point out a common coding logic mistake which I too have tripped over many many times over the years. (I am a professional programmer of 14 years)
greyspammer Posted July 25, 2016 Posted July 25, 2016 Sorry to chime in, I don't know the full context but from a programmers point of view the logic in the below if statement will always return false: if Modactive != "Available" || Modactive != "Active" Modactive = "Available" Wouldn't it be always true? The statement basically is: (A != X) || (A != Y). Which, if I remember DeMorgan correctly, is the same as !(A == X && A == Y). Since A can't be both X and Y at the same time, the term in the parentheses will always be false. The negation then turns it to always true.
_Waltz Posted July 25, 2016 Posted July 25, 2016 Sorry to chime in, I don't know the full context but from a programmers point of view the logic in the below if statement will always return false: if Modactive != "Available" || Modactive != "Active" Modactive = "Available" Wouldn't it be always true? The statement basically is: (A != X) || (A != Y). Which, if I remember DeMorgan correctly, is the same as !(A == X && A == Y). Since A can't be both X and Y at the same time, the term in the parentheses will always be false. The negation then turns it to always true. I believe you are correct sir. It would return true
bicobus Posted July 25, 2016 Posted July 25, 2016 What's been bothering me is the first part: if Modactive != "Available" Logically, if Modactive isn't set to available, the engine would stop looking at the rest of the condition and put Modactive to "Available". In the slight chance that Modactive is already set to "Available", it'll look further and see that the variable is not set to "active" thus forcing "Available" upon the variable. Thus, Modactive will always be set to Available, whatever content it may possess beforehand. Basically this: Modactive = "Available" if Modactive != "active" Modactive = "Available"
gooberboy9999 Posted July 25, 2016 Posted July 25, 2016 I am preparing a new update for my testers, it is the first Release Candidate version. Soooooooon! I am happy ;_; if it releases this weekend my life will be complete. My favorite bbq place is re-opening and I got invited to the super secret special opening party for friends AND my favorite mod coming out? Glorious.
subbyRevolver Posted July 26, 2016 Posted July 26, 2016 I am preparing a new update for my testers, it is the first Release Candidate version. wow u are already testing a release candidate? take your time. this is the most important step. i had no idea u were already that far. thanks a lot for your hard work veladarius and of course to all the testers
Mister E Posted July 26, 2016 Posted July 26, 2016 AWW Yeah! I borked my last save (it was totally my fault) and I've been putting off starting another one until this mod updated. Soooo clooose...
Veladarius Posted July 26, 2016 Author Posted July 26, 2016 Sorry to chime in, I don't know the full context but from a programmers point of view the logic in the below if statement will always return false: if Modactive != "Available" || Modactive != "Active" Modactive = "Available" Wouldn't it be always true? The statement basically is: (A != X) || (A != Y). Which, if I remember DeMorgan correctly, is the same as !(A == X && A == Y). Since A can't be both X and Y at the same time, the term in the parentheses will always be false. The negation then turns it to always true. I believe you are correct sir. It would return true What's been bothering me is the first part: if Modactive != "Available" Logically, if Modactive isn't set to available, the engine would stop looking at the rest of the condition and put Modactive to "Available". In the slight chance that Modactive is already set to "Available", it'll look further and see that the variable is not set to "active" thus forcing "Available" upon the variable. Thus, Modactive will always be set to Available, whatever content it may possess beforehand. Basically this: Modactive = "Available" if Modactive != "active" Modactive = "Available" I will make some changes to it based on all of your recommendations.
Veladarius Posted July 26, 2016 Author Posted July 26, 2016 I am preparing a new update for my testers, it is the first Release Candidate version. wow u are already testing a release candidate? take your time. this is the most important step. i had no idea u were already that far. thanks a lot for your hard work veladarius and of course to all the testers I have done a lot of updates since April (I think that is when the serious beta testing started), 30 of them after the initial beta and before the release candidate. Prior to that there have been parts that I have been using for months on a regular basis.
pun Posted July 26, 2016 Posted July 26, 2016 Sorry to chime in, I don't know the full context but from a programmers point of view the logic in the below if statement will always return false: if Modactive != "Available" || Modactive != "Active" Modactive = "Available" Wouldn't it be always true? The statement basically is: (A != X) || (A != Y). Which, if I remember DeMorgan correctly, is the same as !(A == X && A == Y). Since A can't be both X and Y at the same time, the term in the parentheses will always be false. The negation then turns it to always true. I believe you are correct sir. It would return true What's been bothering me is the first part: if Modactive != "Available" Logically, if Modactive isn't set to available, the engine would stop looking at the rest of the condition and put Modactive to "Available". In the slight chance that Modactive is already set to "Available", it'll look further and see that the variable is not set to "active" thus forcing "Available" upon the variable. Thus, Modactive will always be set to Available, whatever content it may possess beforehand. Basically this: Modactive = "Available" if Modactive != "active" Modactive = "Available" I will make some changes to it based on all of your recommendations. I looked over the rest of the code and found that the modactive variable isn't even used for anything in the rest of the code which would explain why it never caused any problems(the rest of the code uses IsInstalled and ModSlotA01Present to do its logic). Unless it's used for mcm or something else outside the script then I would just remove the variable alltogether to avoid possible confusion later. And I'm really starting to get hyped for the release. I just hope that I get a day off soon after the release so I can really enjoy it.
Veladarius Posted July 26, 2016 Author Posted July 26, 2016 Sorry to chime in, I don't know the full context but from a programmers point of view the logic in the below if statement will always return false: if Modactive != "Available" || Modactive != "Active" Modactive = "Available" Wouldn't it be always true? The statement basically is: (A != X) || (A != Y). Which, if I remember DeMorgan correctly, is the same as !(A == X && A == Y). Since A can't be both X and Y at the same time, the term in the parentheses will always be false. The negation then turns it to always true. I believe you are correct sir. It would return true What's been bothering me is the first part: if Modactive != "Available" Logically, if Modactive isn't set to available, the engine would stop looking at the rest of the condition and put Modactive to "Available". In the slight chance that Modactive is already set to "Available", it'll look further and see that the variable is not set to "active" thus forcing "Available" upon the variable. Thus, Modactive will always be set to Available, whatever content it may possess beforehand. Basically this: Modactive = "Available" if Modactive != "active" Modactive = "Available" I will make some changes to it based on all of your recommendations. I looked over the rest of the code and found that the modactive variable isn't even used for anything in the rest of the code which would explain why it never caused any problems(the rest of the code uses IsInstalled and ModSlotA01Present to do its logic). Unless it's used for mcm or something else outside the script then I would just remove the variable alltogether to avoid possible confusion later. And I'm really starting to get hyped for the release. I just hope that I get a day off soon after the release so I can really enjoy it. That function is to tell the MCM menu that the mod is there and can be used otherwise it does not show up in the MCM menu.
pun Posted July 26, 2016 Posted July 26, 2016 Do you have someone reviewing your code? If not then I would suggest you get someone as it saves you from a lot of easy to make bugs. In my workplace we have two programmers and every piece of code either of us write is always reviewed by the other and it has saved us over a thousand bugs over the last two years. And by review I mean read over everything and write a report if there is something that seems like it could be a bug. It's a bit tedious to do but it saves so much time. For you it wouldn't even mean that much difference in your workflow. You would just send the new scriptfiles to the reviewer every now and then and continue working as normal and if the reviewer finds something you get back to it when you have the time. It's a bit like having a proofreader but only for code.
Veladarius Posted July 26, 2016 Author Posted July 26, 2016 Do you have someone reviewing your code? If not then I would suggest you get someone as it saves you from a lot of easy to make bugs. In my workplace we have two programmers and every piece of code either of us write is always reviewed by the other and it has saved us over a thousand bugs over the last two years. And by review I mean read over everything and write a report if there is something that seems like it could be a bug. It's a bit tedious to do but it saves so much time. For you it wouldn't even mean that much difference in your workflow. You would just send the new scriptfiles to the reviewer every now and then and continue working as normal and if the reviewer finds something you get back to it when you have the time. It's a bit like having a proofreader but only for code. No, typically I find any issues through testing. I test everything myself first before releasing it to my testers. Most of my testers who know how to script are generally involved in other projects and don't have time to go through the scripts.
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