Ed86 Posted April 12, 2016 Author Share Posted April 12, 2016 The bodyslide files are osp and there's no slidergroups folder. So you can't really build this to a preset. And I can't make a slidergroups folder because I can't read the osp files to get the correct name. i didnt understand what you said but here you goSliderPresets.7z Link to comment
Pantheress Posted April 12, 2016 Share Posted April 12, 2016 Oh boy. Those multi-row breasts are huge. Is there any way to make them smaller and more realistic? The base size slider doesn't seem to do anything. Link to comment
antoniut Posted April 12, 2016 Share Posted April 12, 2016 If you remove the flag on the milk pumps that currently excludes them from the sandbox AI, then NPCs will absolutely use them. I know this because this is one of the things I do when a new version of Milk Mod comes out. I open it in Tes5Edit and remove those flags. Now my maids will use them if they are near a pump and idling AND.... an NPC will use them as well. Some of the pumps are much more likely to be used by NPCs than others. It depends on where the pump is placed and how the NPCs sandbox is pathing them near it. But NPCs absolutely WILL use the pumps on their own. I'm trying this, would be awesomw but, where are the ai package to use machines in milk mod? I can't find it in CK Thanks Edit: I would be nice to see milk maid full of milk running desperately to a machine to empty Link to comment
Mofme Posted April 12, 2016 Share Posted April 12, 2016 If you remove the flag on the milk pumps that currently excludes them from the sandbox AI, then NPCs will absolutely use them. I know this because this is one of the things I do when a new version of Milk Mod comes out. I open it in Tes5Edit and remove those flags. Now my maids will use them if they are near a pump and idling AND.... an NPC will use them as well. Some of the pumps are much more likely to be used by NPCs than others. It depends on where the pump is placed and how the NPCs sandbox is pathing them near it. But NPCs absolutely WILL use the pumps on their own. I'm trying this, would be awesomw but, where are the ai package to use machines in milk mod? I can't find it in CK Thanks Edit: I would be nice to see milk maid full of milk running desperately to a machine to empty Nah, it doesn't work like this. They will simply approach the machine like any other furniture (chair for example) jump into it, use it for a while and then leave it. It's not linked to milk level or arousal level but still better than manual micro-management of your farm lol. Also it seems Milk Mod requires the PC to be in certain radious from the pump to show the "Add a new milk maid" dialogue which is cool because prevents random NPCs using pump from disturbing you. I will test it more today to see if male followers also try to use the pump or if the NPC will still leave the pump if you ordered her to use it (via dialogue menu). Link to comment
chajapa Posted April 12, 2016 Share Posted April 12, 2016 If you remove the flag on the milk pumps that currently excludes them from the sandbox AI, then NPCs will absolutely use them. I know this because this is one of the things I do when a new version of Milk Mod comes out. I open it in Tes5Edit and remove those flags. Now my maids will use them if they are near a pump and idling AND.... an NPC will use them as well. Some of the pumps are much more likely to be used by NPCs than others. It depends on where the pump is placed and how the NPCs sandbox is pathing them near it. But NPCs absolutely WILL use the pumps on their own. I'm trying this, would be awesomw but, where are the ai package to use machines in milk mod? I can't find it in CK Thanks Edit: I would be nice to see milk maid full of milk running desperately to a machine to empty Nah, it doesn't work like this. They will simply approach the machine like any other furniture (chair for example) jump into it, use it for a while and then leave it. It's not linked to milk level or arousal level but still better than manual micro-management of your farm lol. Also it seems Milk Mod requires the PC to be in certain radious from the pump to show the "Add a new milk maid" dialogue which is cool because prevents random NPCs using pump from disturbing you. I will test it more today to see if male followers also try to use the pump or if the NPC will still leave the pump if you ordered her to use it (via dialogue menu). Male PCs will use the pumps (if the "ignore sandbox" flag is removed) Already tested and proven. If you order an NPC (follower) to use the pump, and they leave it as soon as you leave that command mode, then it's a problem with your follower framework. Vanilla system: they stay in place until told to follow EFF: they stay in place until told to follow Several other follower frameworks are just plain broken in this regard. I've tried several. EFF works so I stay with it, plus it gives me access to Racemenu for followers Link to comment
Mofme Posted April 12, 2016 Share Posted April 12, 2016 Male PCs will use the pumps (if the "ignore sandbox" flag is removed) Already tested and proven. If you order an NPC (follower) to use the pump, and they leave it as soon as you leave that command mode, then it's a problem with your follower framework. Vanilla system: they stay in place until told to follow EFF: they stay in place until told to follow Several other follower frameworks are just plain broken in this regard. I've tried several. EFF works so I stay with it, plus it gives me access to Racemenu for followers Thanks, this will save me some time. I know they should stay in place with vanilla pumps (I use EFF and it works fine) - I just wasn't sure if they will still stay in it after changing the sandbox flag for the pump. PS.: Of course there are also some very rude followers who won't stay in the pump as soon as you leave the command mode - like Sofia or Toccata Link to comment
EinarrTheRed Posted April 12, 2016 Share Posted April 12, 2016 For Ed98: I've gotten all the locations done except Winterhold, Ivarstead, and the Orc Strongholds; will get back to it on Thursday (heavy work load right now so not so much free time). I was looking at the strongholds and they use the bound machine. Do you want me to keep that same machine? The reason I ask is that there's really no way to navmesh it so that an NPC can walk into it easily, its got "fences" all the way around which they get stuck on and sometimes makes it hard for them to get into it. I did like the bound animations though, has anyone tried taking the regular milk pump, removing its script and adding the one from the bound milk pump to see if the animations work? Other than that, just to finish up the remaining locations, add Kynesgrove and Karthwasten, make some final tweaks to the existing locations and a bit of clean up in TES Edit and it should be pretty much done. Been a fun project so far. Oh an I need to look at the script to see if I understand it well enough to plug the two new locations into the economy. Kynesgrove as part of Windhelm and Karthwasten as part of Markarth, correct? Link to comment
Ed86 Posted April 13, 2016 Author Share Posted April 13, 2016 For Ed98: I've gotten all the locations done except Winterhold, Ivarstead, and the Orc Strongholds; will get back to it on Thursday (heavy work load right now so not so much free time). I was looking at the strongholds and they use the bound machine. Do you want me to keep that same machine? The reason I ask is that there's really no way to navmesh it so that an NPC can walk into it easily, its got "fences" all the way around which they get stuck on and sometimes makes it hard for them to get into it. I did like the bound animations though, has anyone tried taking the regular milk pump, removing its script and adding the one from the bound milk pump to see if the animations work? Other than that, just to finish up the remaining locations, add Kynesgrove and Karthwasten, make some final tweaks to the existing locations and a bit of clean up in TES Edit and it should be pretty much done. Been a fun project so far. Oh an I need to look at the script to see if I understand it well enough to plug the two new locations into the economy. Kynesgrove as part of Windhelm and Karthwasten as part of Markarth, correct? Well you can do that but animations won't match, everything will look weird so I think its better as they are, anyway I don't think its lore friendly for anyone to voluntary use bound pumps unless they're some kind of perverted dragonbornmilktitsyslutslavepieceowalkingmeat Link to comment
sila Posted April 14, 2016 Share Posted April 14, 2016 I cant seem to get the multibreast files to load in Bodyslide, even tried to update it. The files seem to be .osp? I don't think I have ever seen bodyslide files like that before Link to comment
Ed86 Posted April 14, 2016 Author Share Posted April 14, 2016 I cant seem to get the multibreast files to load in Bodyslide, even tried to update it. The files seem to be .osp? I don't think I have ever seen bodyslide files like that before guess its time to update you bodyslide i think osp is same as xml, its just renamed to make users suffer Link to comment
sila Posted April 14, 2016 Share Posted April 14, 2016 I cant seem to get the multibreast files to load in Bodyslide, even tried to update it. The files seem to be .osp? I don't think I have ever seen bodyslide files like that before guess its time to update you bodyslidei think osp is same as xml, its just renamed to make users suffer but I did update bodyslide Link to comment
EinarrTheRed Posted April 14, 2016 Share Posted April 14, 2016 For Ed98: I've gotten all the locations done except Winterhold, Ivarstead, and the Orc Strongholds; will get back to it on Thursday (heavy work load right now so not so much free time). I was looking at the strongholds and they use the bound machine. Do you want me to keep that same machine? The reason I ask is that there's really no way to navmesh it so that an NPC can walk into it easily, its got "fences" all the way around which they get stuck on and sometimes makes it hard for them to get into it. I did like the bound animations though, has anyone tried taking the regular milk pump, removing its script and adding the one from the bound milk pump to see if the animations work? Other than that, just to finish up the remaining locations, add Kynesgrove and Karthwasten, make some final tweaks to the existing locations and a bit of clean up in TES Edit and it should be pretty much done. Been a fun project so far. Oh an I need to look at the script to see if I understand it well enough to plug the two new locations into the economy. Kynesgrove as part of Windhelm and Karthwasten as part of Markarth, correct? Well you can do that but animations won't match, everything will look weird so I think its better as they are, anyway I don't think its lore friendly for anyone to voluntary use bound pumps unless they're some kind of perverted dragonbornmilktitsyslutslavepieceowalkingmeat Gotcha, didn't if anyone had tried it and I've been kinda swamped this week so far so didn't have time to try it out myself. I should be able to get Winterhold and Ivarstead updated today and maybe add Kynesgrove and Karthwasten as well, I know pretty much what I want to do for each. Will post an update soon as I finish up and to a basic test. Link to comment
AleyColt Posted April 14, 2016 Share Posted April 14, 2016 Hi I was just wondering if anyone knows a mod that sets a minimum move speed. I'm getting debuffs by this mod and a few other mods that combine to reduce my move speed to 0. The only mod I can see that might help is BYOG but what I want is something that can set a minimum of 40% move speed and prevent it from going lower (thus allowing me to move at all times) while keeping the debuffs in place so I still have to get rid of them all to move normally again. If anyone knows of such a mod or how to acheive the effect I want I would be very grateful Link to comment
EinarrTheRed Posted April 15, 2016 Share Posted April 15, 2016 Okay, managed to finish up some more locations. This update includes Windhelm, Winterhold, Ivarstead and adds new pumps at Kynesgrove and Karthwasten. Windhelm pumps are behind Candlehearth Hall facing the palace. Winterhold is almost in the same location, moved it inside the ruined house and added a "shack" cover. Ivarstead is locate on a new platform on the north side of the inn. Kynesgrove is located behind the inn opposite the mine Karthwasten is located just north of its "hall", 2nd house on the left. I have not yet plugged Kynesgrove or Karthwasten into the MME economy (still not sure how) so they should be defaulting to the Khajit economy. So at this point this includes updates for the following locations: Whiterun Riverwood Rorikstead Falkreath Morthal Dawnstar Riften Shor's Stone Ivarstead Windhelm Kynesgrove Winterhold Markarth Karthwasten Solitude Dragon's Bridge This just leaves the Orc Strongholds, still pondering what to do there. Enjoy! MilkModNEW PumpLocRebuild.esp Link to comment
WindWaker4D Posted April 15, 2016 Share Posted April 15, 2016 Hi so I posted b4 but still no fix, and others seem to have had the same problem. The breast scaling for milk maids doesn't seem to be working? Having only recently installed this mod I haven't had it work before but this seems to be a new issue. Any help is appreciated~ ^-^ Link to comment
Ed86 Posted April 15, 2016 Author Share Posted April 15, 2016 Hi so I posted b4 but still no fix, and others seem to have had the same problem. The breast scaling for milk maids doesn't seem to be working? Having only recently installed this mod I haven't had it work before but this seems to be a new issue. Any help is appreciated~ ^-^ i think the newest version have this fixed Link to comment
Arcturus7777 Posted April 15, 2016 Share Posted April 15, 2016 I really do not think this mod is causing a problem, but I am hoping someone else had this problem and knows how to fix it. What happens is the button to get the milk maid stats, and hold longer to milk the milk maid, just says this is not a milk maid. the mod shows the toon as a milk maid, and shows the number of times milked. this was not a problem before, most of what has changed is newer versions of sexlab mods. Installing interesting NPC's I uninstalled amazing follower tweaks and installed EFF, but this only helped keep npcs in the milker longer. everything used to work with AFT, and it has not changed. but I tried EFF anyway. Any ideas? Link to comment
chajapa Posted April 16, 2016 Share Posted April 16, 2016 I really do not think this mod is causing a problem, but I am hoping someone else had this problem and knows how to fix it. What happens is the button to get the milk maid stats, and hold longer to milk the milk maid, just says this is not a milk maid. the mod shows the toon as a milk maid, and shows the number of times milked. this was not a problem before, most of what has changed is newer versions of sexlab mods. Installing interesting NPC's I uninstalled amazing follower tweaks and installed EFF, but this only helped keep npcs in the milker longer. everything used to work with AFT, and it has not changed. but I tried EFF anyway. Any ideas? Well, I can tell you it's not EFF causing it because I use EFF. When you press and hold the key, the milkmaid needs to be in the crosshairs the whole time you're holding the key. Just having her there when you first press the key won't always get her milking. If you're not fast enough, and she walks out of the crosshair, you will usually get the "not a mikmaid" message. Link to comment
Arcturus7777 Posted April 17, 2016 Share Posted April 17, 2016 I really do not think this mod is causing a problem, but I am hoping someone else had this problem and knows how to fix it. What happens is the button to get the milk maid stats, and hold longer to milk the milk maid, just says this is not a milk maid. the mod shows the toon as a milk maid, and shows the number of times milked. this was not a problem before, most of what has changed is newer versions of sexlab mods. Installing interesting NPC's I uninstalled amazing follower tweaks and installed EFF, but this only helped keep npcs in the milker longer. everything used to work with AFT, and it has not changed. but I tried EFF anyway. Any ideas? Well, I can tell you it's not EFF causing it because I use EFF. When you press and hold the key, the milkmaid needs to be in the crosshairs the whole time you're holding the key. Just having her there when you first press the key won't always get her milking. If you're not fast enough, and she walks out of the crosshair, you will usually get the "not a mikmaid" message. yes, not EFF. I have used the mod for a long time., so i know about the key. it is just not working. the rest of the mod is still working fine, but the press and hold key to milk is failing. Link to comment
WindWaker4D Posted April 17, 2016 Share Posted April 17, 2016 Hi so I posted b4 but still no fix, and others seem to have had the same problem. The breast scaling for milk maids doesn't seem to be working? Having only recently installed this mod I haven't had it work before but this seems to be a new issue. Any help is appreciated~ ^-^ i think the newest version have this fixed Taking a better look milk mod is working correctly, I assume, I think it's just breast scaling conflicting with other mods, so how should I be putting this in my load order? Do I overwrite with my skeleton or not? Link to comment
Content Consumer Posted April 18, 2016 Share Posted April 18, 2016 @ed86 I would like to integrate your mod into CCAS, if possible. Is there a good starting point I can use, a quest call or modevent, that would allow an ASLAL plugin to quick-start your mod? Preferably without making it a dependency. I think the easiest way is to just equip a milking cuirass, right? Link to comment
Ed86 Posted April 18, 2016 Author Share Posted April 18, 2016 @ed86 I would like to integrate your mod into CCAS, if possible. Is there a good starting point I can use, a quest call or modevent, that would allow an ASLAL plugin to quick-start your mod? Preferably without making it a dependency. I think the easiest way is to just equip a milking cuirass, right? There's mod event on 1st page, I think it'll make player milkmaid w/o asking if it want's to be one Link to comment
Content Consumer Posted April 18, 2016 Share Posted April 18, 2016 @ed86 I would like to integrate your mod into CCAS, if possible. Is there a good starting point I can use, a quest call or modevent, that would allow an ASLAL plugin to quick-start your mod? Preferably without making it a dependency. I think the easiest way is to just equip a milking cuirass, right? There's mod event on 1st page, I think it'll make player milkmaid w/o asking if it want's to be one Ah, heck... it's right there under "for modders" too. Sorry, my bad. Link to comment
Content Consumer Posted April 18, 2016 Share Posted April 18, 2016 @ed86 I would like to integrate your mod into CCAS, if possible. Is there a good starting point I can use, a quest call or modevent, that would allow an ASLAL plugin to quick-start your mod? Preferably without making it a dependency. I think the easiest way is to just equip a milking cuirass, right? There's mod event on 1st page, I think it'll make player milkmaid w/o asking if it want's to be one I'm having trouble triggering this via your code. Because I'm a complete newb to scripting. I used this: int MME_AddMilkSlave = ModEvent.Create("MME_AddMilkSlave") ModEvent.PushForm(MME_AddMilkSlave, playerref) ModEvent.Send(MME_AddMilkSlave) And it doesn't seem to be doing anything. On the off chance that I misunderstood what was supposed to be put in my code, I also tried these: SendModEvent("MME_SlaveToggle") sendmodevent("MME_AddMilkSlave", playerref) RegisterForModEvent("MME_AddMilkSlave", playerref) RegisterForModEvent("SlaveToggle", "OnSlaveToggle") And none of them work. Any advice? (nb: "playerref" is a property pointing to the player, essentially the same as game.getplayer()). Link to comment
Ed86 Posted April 18, 2016 Author Share Posted April 18, 2016 @ed86 I would like to integrate your mod into CCAS, if possible. Is there a good starting point I can use, a quest call or modevent, that would allow an ASLAL plugin to quick-start your mod? Preferably without making it a dependency. I think the easiest way is to just equip a milking cuirass, right? There's mod event on 1st page, I think it'll make player milkmaid w/o asking if it want's to be one I'm having trouble triggering this via your code. Because I'm a complete newb to scripting. I used this: int MME_AddMilkSlave = ModEvent.Create("MME_AddMilkSlave") ModEvent.PushForm(MME_AddMilkSlave, playerref) ModEvent.Send(MME_AddMilkSlave) And it doesn't seem to be doing anything. On the off chance that I misunderstood what was supposed to be put in my code, I also tried these: SendModEvent("MME_SlaveToggle") sendmodevent("MME_AddMilkSlave", playerref) RegisterForModEvent("MME_AddMilkSlave", playerref) RegisterForModEvent("SlaveToggle", "OnSlaveToggle") And none of them work. Any advice? (nb: "playerref" is a property pointing to the player, essentially the same as game.getplayer()). MME_AddMilkSlave is only for npcs use MME_AddMilkMaid, player have reserved slot you can change player milk, lvl and lactacid with below code, maybe use random functions; ;setFloatValue(playerref,"MME.MilkMaid.Level", 0-10) ;setFloatValue(MILKmaid,"MME.MilkMaid.LactacidCount", probably something like 0-10) ;setFloatValue(MILKmaid,"MME.MilkMaid.MilkCount", 0-(lvl+2*2)) u can make something like escaped milkcow start, but i dont know of any slave mods to alter MME behavior so using "SlaveToggle" is probably not very good idea, since there wont be a master to milk, or allow/deny milking i wanted to tweak sumissive lola for little milk playing but quests and dialogues isnt my cup of tea anyway player will become milkmaid during slsd milk start and spriggan starts, and "pregnancy" starts Link to comment
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