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Posted
1 hour ago, GuruSR said:

Well, when I took out the basic and went for the fancy pumps, in Whiterun, if I use the Fancy pumps it still bounds you in, but only in Whiterun so far have I seen this.  Although this could have been caused by the idiot in the first screenshot, which caused the double milking (bound and non) in the same milking, got double the milking messages at the start and end and double the milking notifications, stopped doing that for me after I went inside the building and back out, but that pump is stuck at being bound.

 

My thought about that idiot, he's picking the seat for some dumb reason, and when he does, it's trying to milk him, when that happens, it causes the milking to stop for everyone else until he gets out.  A thought would be to use the OnUpdate event, store the actor in a variable in the script and from that OnUpdate event, make it Milker.Activate(), that will force it to re-activate the seat (and get the hell out of it).  You cannot do that within the OnActivate event, it doesn't work reliably because the person may be in the wrong transition.  So if they "fail" a test to stop them from being milked, just RegisterForSingleUpdate(5), so they get out of it 5 seconds later.

 

So for some bizarre reason, NPCs that milk in the Whiterun machines are stuck bouncing between bound and non-bound animations (2 screenshots of Sofia), the last screenshot is of her after she left the machine, apparently she jumped out and the suction cups won't unequip.  Every single time that idiot gets in the machine, it causes all sorts of bizarre behavior.  (I'm going to kill that jerk when I get the chance.)

 

GuruSR.

 

 

you cant change pumps mid game, you need to wait until cell resets or manually reset pumps with console, otherwise you get what you get

Posted
56 minutes ago, GuruSR said:

Scriptname MilkPUMP extends ObjectReference

MilkQUEST Property MilkQ Auto
ObjectReference Property MilkBarrel ; Sent to Milking function to tell it where milking results go to.
Actor Milker

;----------------------------------------------------------------------------
EVENT OnActivate(ObjectReference akActionRef)
	Actor akActor = akActionRef as Actor
	IF !akActor.HasSpell( MilkQ.BeingMilkedPassive ) && akActor.GetSitState() <= 3 && akActor.GetSitState() > 0 && akActor.GetBaseActor().GetSex() == 1
		if akActor == MilkQ.PlayerRef
			Game.ForceThirdPerson()
		endif
		MilkQ.Milking(akActor, 0, 0, 0, MilkBarrel)	; <- add MilkBarrel to call for redirected milking results.
	ELSE
		Milker = akActor
		RegisterForSingleUpdate(5)
	ENDIF
ENDEVENT

EVENT OnUpdate()
	IF Milker != None
		Activate(Milker, True)
	ENDIF
ENDEVENT

 

That should do it.

 

Also, without me delving into the code more (time, have a convention to go to, fun, not), can you add the option to link a "Milk Barrel" to the machines (as I've listed in above), then when people add the machines themselves, they can create a "Milk Barrel" and link the machines to it, then all milk would be collected in it, then the barrel could be locked by key, so in situations of "capture and milked", you wouldn't get any of the results, they'd wind up in the barrel that the captor would benefit from.  To ensure mods aren't broken by this change for Milking, simply make the last one Optional in the Milking function and it will work fine.  The way to make any item in your functions "Optional" is to use = <default value> in the function header.

 

GuruSR.

Milking function is different for each activation instance

ive tried milking pc and lydia at same time, both gave milk

 

Posted

I remember last time I used this mod, my follower would get into the milking machine next to my character while my character was in a milking machine. Does that still happen and if so, is there any way to stop it?

Posted
11 hours ago, Ed86 said:

Milking function is different for each activation instance

ive tried milking pc and lydia at same time, both gave milk

 

Yeah, the problem is, Malik the Stern keeps jumping into one and it causes all milking to stop while he's in one, not sure why, but the milking actually stops dead, hence the fix with the sex check, then if they don't belong, the OnUpdate kicks them out 5 seconds later.  I just saw the same complaint in the "Being a Cow" mod, where one of the men got into the machine during a quest and caused it to stop working because he wouldn't get out of it, like Malik does for me in Whiterun.  Plus the idea of the MilkBarrel was so that milk results could be put into a container, in such a manner as a farm with 2 milkers, grazing area, bed (stall) and a Milk Barrel locked by key to the owner of the farm, so any milking done there, goes to that barrel controlled by the farm owner.  It's an "override" for the direction the milk goes to (which is independent per item placed as each item can have different barrel assignments), but I'm still seeing the "cum bottle" from whoever's milking at the moment if I'm near them (standing), makes no sense that I'd get that bottle and not the milk too, so the cum bottles are not following the same destination as the milk.

 

GuruSR.

Posted
21 hours ago, Ed86 said:

make sure you check your follower page?

unless you change EC esp name, it should work

Haven't changed the name of anything or edited either the EC or MME esp in any way (both are the most recent versions posted).

 

EC+ indicates Illia is infected with 2:7 days left out of a 3 day pregnancy.

MME shows her as a milkmaid

On the Milkmaid debug page it gives accurate info about her, except lists pregnancy as false.  It does seem to initially have trouble reading the correct belly scale after I change cells, but if I wait for couple minutes and check again MME has updated that and shows the correct belly scale which is being controlled by EC+

On MME mods page, it shows as having detected EC+ and ES+ as True (it appears to have correctly detected all relevant installed mods).

EC+ does not list MME as a detected mod, not sure if it should.

 

Is EC+ pregnancy a spell or active effect?  Looking at Illia in console I see spell effects for SOS, breasts, well milked breasts, exhaustion.

 

So I dunno, like I said it could just be this old save game.  I may have had MME installed on this save game before (its old enough I can't actually recall for certain) could that cause an issue?  Anyway, its not a big deal for this save game, I'm just using it to tinker and test some things.  Trying to sort what I want in my load order (and how much script load I can actually manage) before I start a new game so that maybe for once I won't be swapping mods in and out constantly (I should just admit now I'm addicted and have a problem with mod swapping  LOL)

Posted
On 14.3.2018 at 6:49 PM, Ed86 said:

O.o hm.... me wonders if that have any effect on game

I don't think it has an effect on the game, since temporary variables are named differently ingame (like temp..., can't remember how exactly, they get generic names). The compiler just won't let you compile the script, since there is already a script with the name of the variable.

Posted
9 hours ago, Sospice said:

I remember last time I used this mod, my follower would get into the milking machine next to my character while my character was in a milking machine. Does that still happen and if so, is there any way to stop it?

probably, dont install sandbox patch

Posted
4 hours ago, GuruSR said:

Yeah, the problem is, Malik the Stern keeps jumping into one and it causes all milking to stop while he's in one, not sure why, but the milking actually stops dead, hence the fix with the sex check, then if they don't belong, the OnUpdate kicks them out 5 seconds later.  I just saw the same complaint in the "Being a Cow" mod, where one of the men got into the machine during a quest and caused it to stop working because he wouldn't get out of it, like Malik does for me in Whiterun.  Plus the idea of the MilkBarrel was so that milk results could be put into a container, in such a manner as a farm with 2 milkers, grazing area, bed (stall) and a Milk Barrel locked by key to the owner of the farm, so any milking done there, goes to that barrel controlled by the farm owner.  It's an "override" for the direction the milk goes to (which is independent per item placed as each item can have different barrel assignments), but I'm still seeing the "cum bottle" from whoever's milking at the moment if I'm near them (standing), makes no sense that I'd get that bottle and not the milk too, so the cum bottles are not following the same destination as the milk.

 

GuruSR.

i dont see how that would change anything, it would create endless loop until your game ctd, save broken or who knows what else

ill check malik

 

ill think about barrel, though i doubt it will ever be used by other mods

 

Posted
3 hours ago, EinarrTheRed said:

Haven't changed the name of anything or edited either the EC or MME esp in any way (both are the most recent versions posted).

 

EC+ indicates Illia is infected with 2:7 days left out of a 3 day pregnancy.

MME shows her as a milkmaid

On the Milkmaid debug page it gives accurate info about her, except lists pregnancy as false.  It does seem to initially have trouble reading the correct belly scale after I change cells, but if I wait for couple minutes and check again MME has updated that and shows the correct belly scale which is being controlled by EC+

On MME mods page, it shows as having detected EC+ and ES+ as True (it appears to have correctly detected all relevant installed mods).

EC+ does not list MME as a detected mod, not sure if it should.

 

Is EC+ pregnancy a spell or active effect?  Looking at Illia in console I see spell effects for SOS, breasts, well milked breasts, exhaustion.

 

So I dunno, like I said it could just be this old save game.  I may have had MME installed on this save game before (its old enough I can't actually recall for certain) could that cause an issue?  Anyway, its not a big deal for this save game, I'm just using it to tinker and test some things.  Trying to sort what I want in my load order (and how much script load I can actually manage) before I start a new game so that maybe for once I won't be swapping mods in and out constantly (I should just admit now I'm addicted and have a problem with mod swapping  LOL)

tried, detect EC pregnancy fine

 

i think its constant spell 19121

Posted

Found a zzEstrusBreederEffect "Chaurus Parasite" with a constant effect looking in the EC+ esp.  Checked Illia for something like that in active or active hidden effects or spells, could not find it or anything like it.  Yet she's obviously pregnant and if I let the game run she eventually lays a clutch of eggs.  Not sure what to make of that.  Even tried waiting until the pregnancy ended and then mating her with a frostbite spider.  Again, she ends up pregnant, the glow effect indicating impregnation triggers and ES+ shows her as infected; but MME isn't detecting that pregnancy either.

 

Very odd, might try a new test game when I have more time and see if the problem persists.  Not sure what else to try in this game.

Posted
4 hours ago, Ed86 said:

i dont see how that would change anything, it would create endless loop until your game ctd, save broken or who knows what else

ill check malik

 

ill think about barrel, though i doubt it will ever be used by other mods

 

There is no endless loop, at all.  The Activate(Milker, True) means just do the activation and never call any scripts, so no loop.  The RegisterForSingleUpdate also calls the function once, so there is never any chance of a loop, please check with the creationkit.com website before commenting on code.

 

GuruSR.

Posted
10 hours ago, GuruSR said:

  I just saw the same complaint in the "Being a Cow" mod, where one of the men got into the machine during a quest and caused it to stop working because he wouldn't get out of it, like Malik does for me in Whiterun.

Im not into topic - i think that is possiblete to set attribute on furniture -> owner:faction:milkmaids or something like that. I'm going to do same trick in my mod. then no one should sit on owned furniture.

Posted
5 hours ago, GuruSR said:

There is no endless loop, at all.  The Activate(Milker, True) means just do the activation and never call any scripts, so no loop.  The RegisterForSingleUpdate also calls the function once, so there is never any chance of a loop, please check with the creationkit.com website before commenting on code.

 

GuruSR.

okay okay you won, no loop ... sheesh

then again i dont see what you code achieves other than waste cpu cycles for nothing and breaking milking for male characters

Why do you have Else block in a 1st place, its useless

 

i havent found malik in skyrim so i used male pc and lydia whiterunm with fancy pumps, sandbox patch

1st while pc used pump, lydia jumped in pump

2nd lydia used pump then pc jumped in

both during same gameplay session, both time milking was working as expected

 

ive added milkbarrel, though it would need separate mod to tie new milkpump with barrels

Posted

With version 2018-03-12, I have the issue that the milking sequence does not complete, i. e. after leaving the milk pump no popups occur and the MoM Suction I remains stuck. I reverted to version 2018-02-18 which works nicely...

Posted
6 hours ago, Ed86 said:

okay okay you won, no loop ... sheesh

then again i dont see what you code achieves other than waste cpu cycles for nothing and breaking milking for male characters

Why do you have Else block in a 1st place, its useless

 

i havent found malik in skyrim so i used male pc and lydia whiterunm with fancy pumps, sandbox patch

1st while pc used pump, lydia jumped in pump

2nd lydia used pump then pc jumped in

both during same gameplay session, both time milking was working as expected

 

ive added milkbarrel, though it would need separate mod to tie new milkpump with barrels

Apparently you've not seen this happen, an NPC that cannot milk and wants to sit, will find that milk station and sit in it, since Whiterun where you have the stations, has no seats near the center of the market, the milk station area is the closest seats, Malik will climb into one and sit there, you cannot get him out of it, he'll stay there until he has something else to do, which could be hours.  The Else causes an OnUpdate to be registered, that will make the person sitting IN the machine to activate it again (basically makes them stand back up, as in get OUT of it).  As for it being useless, thats totally up to you, but I know other people have complained about this issue, not sure who they are though.

 

With Malik in the one machine, milking stopped on the PC while he was in it, only when Sofia got angry at him for sitting in "her chair", he got out, then milking resumed.

 

As for tying the milkbarrel to another mod, actually, no, the destination akActor that you're using to add items to (you've got PlayerREF for the cum items, really should be akActor), in the Milking function:

 

;-----------------------Milking done

ObjectReference MilkDest = MilkBarrel

if !MilkDest
	MilkDest = akActor
endif

 

Then replace all the destinations for the milk/cum results from (akActor and PlayerREF) to MilkDest.  Then if the destination is overridden by a mod author adding a custom milkstation and a milk barrel, then they link that custom added station to that barrel in the CK, your mod does the rest.

 

Also, a side note:

 

Quote

                if akActor.IsEquipped(ZaZMoMSuctionCups)
                    akActor.UnequipItem(ZaZMoMSuctionCups, false, true)
                    akActor.RemoveItem(ZaZMoMSuctionCups, 1, true)
                elseif akActor.IsEquipped(MilkCuirass) && MilkCuirass != cuirass
                    akActor.UnequipItem(MilkCuirass, false, true)
                    akActor.RemoveItem(MilkCuirass, 1, true)
                elseif akActor.IsEquipped(MilkCuirassFuta) && MilkCuirassFuta != cuirass
                    akActor.UnequipItem(MilkCuirassFuta, false, true)
                    akActor.RemoveItem(MilkCuirassFuta, 1, true)
                endif
 

 

In the section after the milking loop, this code didn't seem to 100% work with Sofia, because she loved to pop out mid-milking to run off (SexLab Eager NPCs) and chat with someone.  She wound up with 11 ZaZMoMSuctionCups on her.  Since you record when the actor has the items already, how about recording when you're adding them above and always remove what you put on at the end.  Will reduce having to worry about multiple incidents that could get stepped on by other mods interfering with the milking process.  So instead of the isequipped, you could check the variable that you set when you added it and simply remove it.  I also noticed you have a lot of duplicates when it comes to exiting prematurely, not sure if you would be better to clean that up with a simple Goto and a label and make 1 copy at the end of the function.

 

Lastly, the "Else if" functions can be confusing, as if the "IF or Else If" before the one that validates, sets a value that validates further Else Ifs, you'll see that Else If happen too.  Not sure if that was intentional, I do remember that Oblivion was also that way.

 

GuruSR.

Posted
12 minutes ago, GuruSR said:

Apparently you've not seen this happen, an NPC that cannot milk and wants to sit, will find that milk station and sit in it, since Whiterun where you have the stations, has no seats near the center of the market, the milk station area is the closest seats, Malik will climb into one and sit there, you cannot get him out of it, he'll stay there until he has something else to do, which could be hours.  The Else causes an OnUpdate to be registered, that will make the person sitting IN the machine to activate it again (basically makes them stand back up, as in get OUT of it).  As for it being useless, thats totally up to you, but I know other people have complained about this issue, not sure who they are though.

 

With Malik in the one machine, milking stopped on the PC while he was in it, only when Sofia got angry at him for sitting in "her chair", he got out, then milking resumed.

 

As for tying the milkbarrel to another mod, actually, no, the destination akActor that you're using to add items to (you've got PlayerREF for the cum items, really should be akActor), in the Milking function, simply make a "ObjectReference MilkDest", then before delivering the milk/cum, MilkDest = MilkBarrel, then if !MilkDest, MilkDest = akActor, Endif.   Then replace all the destinations for the milk results with MilkDest.

 

GuruSR.

well there is only 1 possible fix  i can think of - remove sand box patch, so npcs wont jump into pumps

i dont get it, malik get into pump,

gets filtered out,

your script registers him for update and activates furniture again, but w/o OnActivate event

and...?

hes already filtered out, script ended and will sit doing nothing

 

 

i mean that other mod would need to have new milkpump instance that will have its own milkpump script with destination

Posted
12 hours ago, botticelli said:

With version 2018-03-12, I have the issue that the milking sequence does not complete, i. e. after leaving the milk pump no popups occur and the MoM Suction I remains stuck. I reverted to version 2018-02-18 which works nicely...

I'm getting that also, so back to 2-18 then, was hoping that wouldn't be the issue.

 

GuruSR.

Posted
7 hours ago, Ed86 said:

well there is only 1 possible fix  i can think of - remove sand box patch, so npcs wont jump into pumps

i dont get it, malik get into pump,

gets filtered out,

your script registers him for update and activates furniture again, but w/o OnActivate event

and...?

hes already filtered out, script ended and will sit doing nothing

 

 

i mean that other mod would need to have new milkpump instance that will have its own milkpump script with destination

 

A second activate on an object (sit, bed, horse, etc) causes the actor to leave the current activation.  It's how you get someone to get off a horse before something you need to do with that actor (say transform into a werewolf, doing that on horseback just looks plain bizarre and won't animate, plus it causes the actor to be stuck).  The OnUpdate re-activation of the item causes the previous activate to cancel.  If you want males to work, do they not need to be a milkmaid first, he got into the machine and I got asked twice if I wanted "someone to be a milkmaid", but when I said NO twice, he never got out.  Plus a sandbox isn't always needed, if a path is close enough for an actor to get near it, they'll "slide" into the seat.  Pathing is also moot when loading a cell, if the actor is close it can actually activate it from a distance if their current package is an eat package, they "find the nearest seat" object, regardless of if they can path to it, they just "pop" into it.  I've also seen Sofia climb into a milk machine only to instantly pop out of it, could explain why both of us are having milking issues, she's probably made a mess of the database just by herself.

 

GuruSR.

Posted

Hello. I recently experience strange CTDs. When i'm trying to load a save or new game i instantly get CTD No loading time . My guess it's a bad mesh file or maybe an animation file i can't figure out witch one !. Have anyone else had that issue? I'm looking for a solutions for days now couldn't find any. Is there a way to check corrupt mesh files, debug or anything like that ?

Posted
13 hours ago, GuruSR said:

Also, a side note:

 

 I also noticed you have a lot of duplicates when it comes to exiting prematurely, not sure if you would be better to clean that up with a simple Goto and a label and make 1 copy at the end of the function.

 

Lastly, the "Else if" functions can be confusing, as if the "IF or Else If" before the one that validates, sets a value that validates further Else Ifs, you'll see that Else If happen too.  Not sure if that was intentional, I do remember that Oblivion was also that way.

 

GuruSR.

there are no goto and labels in skse

 

eh? confusing? its basic programming function, idk what can be confusing about it

Posted
2 hours ago, Aref_king said:

Hello. I recently experience strange CTDs. When i'm trying to load a save or new game i instantly get CTD No loading time . My guess it's a bad mesh file or maybe an animation file i can't figure out witch one !. Have anyone else had that issue? I'm looking for a solutions for days now couldn't find any. Is there a way to check corrupt mesh files, debug or anything like that ?

likely you need to reinstall body replacer/ skeleton

if you have custom followers check their body/skeleton

if you like to install and uninstall mods a lot, you may have gone over skyrim limit, as most mods you install leave trace in save and eventually break it

Posted
6 hours ago, GuruSR said:

 

A second activate on an object (sit, bed, horse, etc) causes the actor to leave the current activation.  It's how you get someone to get off a horse before something you need to do with that actor (say transform into a werewolf, doing that on horseback just looks plain bizarre and won't animate, plus it causes the actor to be stuck).  The OnUpdate re-activation of the item causes the previous activate to cancel.  If you want males to work, do they not need to be a milkmaid first, he got into the machine and I got asked twice if I wanted "someone to be a milkmaid", but when I said NO twice, he never got out.  Plus a sandbox isn't always needed, if a path is close enough for an actor to get near it, they'll "slide" into the seat.  Pathing is also moot when loading a cell, if the actor is close it can actually activate it from a distance if their current package is an eat package, they "find the nearest seat" object, regardless of if they can path to it, they just "pop" into it.  I've also seen Sofia climb into a milk machine only to instantly pop out of it, could explain why both of us are having milking issues, she's probably made a mess of the database just by herself.

 

GuruSR.

2nd activation will cause actor to stand up, it will happen only if actor is already beeing milked (mobile milking etc)

therefore it doesnt make sense

 

i have no idea how aipackage handles sandbox sit, but i think eventually npc will stand up and proceed with it daily routine, nothing is stuck

 

you were asked twice, cuz you were next to them PlayerREF.GetDistance(akActor) < 500, and you have 2 scripts running on 1 milkpump simultaneously

 

there is no way to toggle sandbox other than toggling esp file, if furniture doesnt have sandbox tag, which milkpumps dont have by default, it will never be used by npc, unless forced by player or custom aipackage that tell npc to use milkpump

 

ohh and btw adding milkbarrel to Milking() breaks all scripts, they need to be recompiled, so it probably will break other mods if they call milking() directly

Posted
1 hour ago, Ed86 said:

2nd activation will cause actor to stand up, it will happen only if actor is already beeing milked (mobile milking etc)

therefore it doesnt make sense

 

i have no idea how aipackage handles sandbox sit, but i think eventually npc will stand up and proceed with it daily routine, nothing is stuck

 

you were asked twice, cuz you were next to them PlayerREF.GetDistance(akActor) < 500, and you have 2 scripts running on 1 milkpump simultaneously

 

there is no way to toggle sandbox other than toggling esp file, if furniture doesnt have sandbox tag, which milkpumps dont have by default, it will never be used by npc, unless forced by player or custom aipackage that tell npc to use milkpump

 

ohh and btw adding milkbarrel to Milking() breaks all scripts, they need to be recompiled, so it probably will break other mods if they call milking() directly

2nd activation will cause the actor to stand, that is correct.  But the issue is, an NPC sitting won't stand up until their AI packages state that they have something else to do, Malik seems to have nothing to do but to wander around and if he's sitting can sit for the entire dinner time.

 

As for the two scripts running at the same time, the only way that would happen is if the one script was stuck in an endless loop, never seen any other mod with anything removed leave stuck scripts attached to other activators, because the activator for the two pumps are not the same object, so activating another object won't run another's script unless it's directly linked to it, which it isn't (they're not even the same base object).

 

As for AI not finding a seat without a sandbox, untrue, AI packages will "search" for a seat and attempt to path to it, if there are paths down at all, they'll find a seat, should know, the one location I put a seat on while making a cave, found a guard sitting in the thing, no clue how he got in that seat, but he did.  The cave was "open" to the world with one path in, near a town and, apparently he wanted to sit.  The seat was not set owned, so anyone could sit on it, as I wanted, but, that guard caused grief.  Ended up removing the seat so it wouldn't happen.

 

As for adding milkbarrel, you added it like:   , ObjectReference MilkDest = MilkBarrel) onto the end of the Milking function header?  That makes it "optional", shouldn't have caused any issues, although I could be thinking of another language (C, etc).

 

Just something I noticed, since you were worried about cycles (and who shouldn't be), that I notice you repeat a lot of static tests throughout your Milking function.  What I mean by static tests is expressions who's value won't change throught the function (like checking the actor's gender against "Futa", "Male", "Female"), for easier work later, would suggest going through all your expressions that are static (and don't change in the course of the function) and replacing them at the top of the function with a Bool  ... = (expression that won't change), then merely use that bool instead.  Also makes it easier for you later when you want to add more functionality.

 

GuruSR.

Posted
10 minutes ago, GuruSR said:

2nd activation will cause the actor to stand, that is correct.  But the issue is, an NPC sitting won't stand up until their AI packages state that they have something else to do, Malik seems to have nothing to do but to wander around and if he's sitting can sit for the entire dinner time.

 

As for the two scripts running at the same time, the only way that would happen is if the one script was stuck in an endless loop, never seen any other mod with anything removed leave stuck scripts attached to other activators, because the activator for the two pumps are not the same object, so activating another object won't run another's script unless it's directly linked to it, which it isn't (they're not even the same base object).

 

As for AI not finding a seat without a sandbox, untrue, AI packages will "search" for a seat and attempt to path to it, if there are paths down at all, they'll find a seat, should know, the one location I put a seat on while making a cave, found a guard sitting in the thing, no clue how he got in that seat, but he did.  The cave was "open" to the world with one path in, near a town and, apparently he wanted to sit.  The seat was not set owned, so anyone could sit on it, as I wanted, but, that guard caused grief.  Ended up removing the seat so it wouldn't happen.

 

As for adding milkbarrel, you added it like:   , ObjectReference MilkDest = MilkBarrel) onto the end of the Milking function header?  That makes it "optional", shouldn't have caused any issues, although I could be thinking of another language (C, etc).

 

Just something I noticed, since you were worried about cycles (and who shouldn't be), that I notice you repeat a lot of static tests throughout your Milking function.  What I mean by static tests is expressions who's value won't change throught the function (like checking the actor's gender against "Futa", "Male", "Female"), for easier work later, would suggest going through all your expressions that are static (and don't change in the course of the function) and replacing them at the top of the function with a Bool  ... = (expression that won't change), then merely use that bool instead.  Also makes it easier for you later when you want to add more functionality.

 

GuruSR.

well that is not MME problem

 

no. that happens when you replaced bound pumps with not bound, 1st you install bound and script gets saved in cell cache, then you install non bound pumps and new script is added to pump, pumps have same id, so for game its same object, unless you reset cell or disable/enable pump, it will have both scripts attached and will fire up twice

 

ive just tried with lydia, w/o sandbox she never uses pumps, even removed all benches in whiterun and placed pumps, noone used them, then i added bench and npcs run for it

so its problem with ai behavior of your custom npcs

 

yes, it shouldnt.... but it breaks all scripts that try to call Milking(), ive made workaround so w/e

 

well maybe someday, its not like those have significant impact

Posted

Hey,

 

So I installed the mod yesterday, everything was working fine. I come back to day and I try and continue. The moment I try to equip a basic cuirass or get into a pump my game crashes. For the pump it will place the model in the pump but it crashes when the milking animation would begin. My guess was it was something with zaz or xp32. Reinstalled both, nada

 

Thanks for the help

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