user9120975435 Posted April 9, 2018 Posted April 9, 2018 Is it just me or did my character become essential again the instant I installed and ran MME? I barely got rid of that curse with some other mod and now it's back with this one.
Ed86 Posted April 9, 2018 Author Posted April 9, 2018 1 hour ago, user9120975435 said: Is it just me or did my character become essential again the instant I installed and ran MME? I barely got rid of that curse with some other mod and now it's back with this one. just you
chajapa Posted April 9, 2018 Posted April 9, 2018 Ed86, I edited some lines in Strings.json to see if I could get messages customized. Simple edits. No change to structure of the file and it passes json validation (I checked before and after) When I load a save, I still see the unedited version of the line. In other words it seems the old lines are baked into the save or something. Is there a way to force it to reread the json file and update the lines displayed? I bring this up because if it's using old information and ignoring the file, then it makes me wonder what else gets ignored. On an update, for example. Example of change: in the "milkstage" : section change "%text1's milk is leaking from swollen nipples." to "%text1's milk is leaking from puffy nipples." Nothing major. But I'm not even going to attempt any other change until I figure out how to get them to actually show up. Thanks, ChaJaPa
Bricks Posted April 10, 2018 Posted April 10, 2018 16 hours ago, Ed86 said: there is no solution, your game is broken P.S. just tried camp pumps and then normal, works fine well thats terrible dissapointing. I've no idea why it broke. Nothing else has been misbehaving. oh well, guess I'll start a new save without this mod, something must be incompatable or something. I donno.
Ed86 Posted April 10, 2018 Author Posted April 10, 2018 7 hours ago, chajapa said: Ed86, I edited some lines in Strings.json to see if I could get messages customized. Simple edits. No change to structure of the file and it passes json validation (I checked before and after) When I load a save, I still see the unedited version of the line. In other words it seems the old lines are baked into the save or something. Is there a way to force it to reread the json file and update the lines displayed? I bring this up because if it's using old information and ignoring the file, then it makes me wonder what else gets ignored. On an update, for example. Example of change: in the "milkstage" : section change "%text1's milk is leaking from swollen nipples." to "%text1's milk is leaking from puffy nipples." Nothing major. But I'm not even going to attempt any other change until I figure out how to get them to actually show up. Thanks, ChaJaPa it wasnt fully implemented
chajapa Posted April 10, 2018 Posted April 10, 2018 2 hours ago, Ed86 said: it wasnt fully implemented -- blink --
chajapa Posted April 10, 2018 Posted April 10, 2018 OK... so I loaded it into CK, changed the lines in milkquest script and recompiled Uninstalled MME, saved, cleaned, logged in to cleaned save, logged out, cleaned again to be sure, logged back in, saved again with new save name, logged out. reinstalled MME, logged in, set up MME, make a milkmaid... she STILL uses the original lines and debug message still shows original. Do those lines appear in multiple places or something? I only saw the ones in the script and then the ones in the json file. This is funny, but maddening at the same time ********* EDIT ************* Doh! The various patches have the lines in them too Let's see if this worked..... ******** EDIT AGAIN ******** Ta-da! All set.
bluepet Posted April 12, 2018 Posted April 12, 2018 Is there a way to get the NPC to use the milking machine themselves? As of right now, the only way i could find is to command them to use them.
Guest Posted April 12, 2018 Posted April 12, 2018 10 hours ago, bluepet said: Is there a way to get the NPC to use the milking machine themselves? As of right now, the only way i could find is to command them to use them. IF you installed "Milk Pump Sandbox" as one of the otions during installation, NPCs will use the pumps of their own free will occasionally. I don't know of any other way to make them use the device autonomously.
Inanis Corvus Posted April 13, 2018 Posted April 13, 2018 If I add "MME_Milk [KYWD:0D000A9B]" to a armour in xEdit will it function as a milk armour.
Ed86 Posted April 13, 2018 Author Posted April 13, 2018 1 hour ago, Shiranui_Mahamayah said: If I add "MME_Milk [KYWD:0D000A9B]" to a armour in xEdit will it function as a milk armour. no
Inanis Corvus Posted April 13, 2018 Posted April 13, 2018 2 hours ago, Ed86 said: no In which case how would I add a armour that uses the same system as devious devices with its device rendered and inventory device setup.
Ed86 Posted April 14, 2018 Author Posted April 14, 2018 9 hours ago, Shiranui_Mahamayah said: In which case how would I add a armour that uses the same system as devious devices with its device rendered and inventory device setup. hm... i think script instance should have "Milk" in its name or have milk DD tag
gamer098 Posted April 16, 2018 Posted April 16, 2018 I love this mod, but I have a couple questions. First, when installing, what is the difference between bound and not bound milk pumps? I've looked but not seen an explanation for this anywhere. Second, the milk dripping animation seems to always cause any cum texture currently on my PC to go away... is there a way for both to show at once? 1
Ed86 Posted April 16, 2018 Author Posted April 16, 2018 3 hours ago, random11714 said: I love this mod, but I have a couple questions. First, when installing, what is the difference between bound and not bound milk pumps? I've looked but not seen an explanation for this anywhere. Second, the milk dripping animation seems to always cause any cum texture currently on my PC to go away... is there a way for both to show at once? Milking animations, bound pumps provide free lactacid but take away half milk No 1
Inanis Corvus Posted April 16, 2018 Posted April 16, 2018 On 4/14/2018 at 9:02 AM, Ed86 said: hm... i think script instance should have "Milk" in its name or have milk DD tag By name do you mean the Editor ID or the actual name cause if it the actual displayed name that causes the script instance to appear in game. Also I don't think there is a milk DD keyword and I have looked through Assets Integration and Expansion. Also then how does it know if it is parasite living or normal. Wouldn't it just be easier to either use keywords or use the same system as SoS to add items since it can add DD type items with no problem.
Ed86 Posted April 16, 2018 Author Posted April 16, 2018 55 minutes ago, Shiranui_Mahamayah said: By name do you mean the Editor ID or the actual name cause if it the actual displayed name that causes the script instance to appear in game. Also I don't think there is a milk DD keyword and I have looked through Assets Integration and Expansion. Also then how does it know if it is parasite living or normal. Wouldn't it just be easier to either use keywords or use the same system as SoS to add items since it can add DD type items with no problem. ermm.. i mean armor actual name and its script instance should have zad_DeviousBra or zad_DeviousHarness maybe there isnt i think its part of integration mod: Libs.HasTag(f as armor, "milk") you probably register it with Function RegisterGenericDevice(Armor inventoryDevice, String tags) smthn like that, probably by name =) , parasite is the one causes tentacle rape if (StringUtil.Find(maidArmor.getname(), "Tentacle Armor" ) >= 0 || StringUtil.Find(maidArmor.getname(), "Tentacle Parasite" ) >= 0 || ParasiteLivingArmor.find(maidArmor.getname()) >= 0) well..... no, noone would add those keywords to those armors no idea how it works in sos
Inanis Corvus Posted April 16, 2018 Posted April 16, 2018 4 hours ago, Ed86 said: ermm.. i mean armor actual name and its script instance should have zad_DeviousBra or zad_DeviousHarness maybe there isnt i think its part of integration mod: Libs.HasTag(f as armor, "milk") you probably register it with Function RegisterGenericDevice(Armor inventoryDevice, String tags) smthn like that, probably by name =) , parasite is the one causes tentacle rape if (StringUtil.Find(maidArmor.getname(), "Tentacle Armor" ) >= 0 || StringUtil.Find(maidArmor.getname(), "Tentacle Parasite" ) >= 0 || ParasiteLivingArmor.find(maidArmor.getname()) >= 0) well..... no, noone would add those keywords to those armors no idea how it works in sos I am sorry I am lost I have no idea how to even start that.
SNIPERWOLF2K18 Posted April 17, 2018 Posted April 17, 2018 this mod crashes on main menu for me and i have disabled this mod and the game loads fine
Ed86 Posted April 17, 2018 Author Posted April 17, 2018 10 hours ago, Shiranui_Mahamayah said: I am sorry I am lost I have no idea how to even start that. Adding "milk" to dd armor name should be enough
Ed86 Posted April 17, 2018 Author Posted April 17, 2018 20 minutes ago, Shiranui_Mahamayah said: So this basically. no, armor name armor points to scriptinstance , which should have zad_DeviousBra or zad_DeviousHarness keywords bool Function IsWearingDDMilker(Actor akActor) form f zadLibs Libs = Quest.GetQuest("zadQuest") as zadLibs Armor scriptinstance int i = akActor.getnumitems() ;count all items in inventory While i > 0 i -= 1 f = akActor.getnthform(i) as armor ;filter armor in inventory If f != none If f.HasKeyword(Libs.zad_InventoryDevice) ;check if armor is DD scriptinstance = Libs.GetRenderedDevice(f as armor) ;get armor scriptinstance, has dd keywords if akActor.isequipped(f) && (StringUtil.Find(f.getname(), "Milk" ) >= 0 || Libs.HasTag(f as armor, "milk")) If scriptinstance.HasKeyword(Libs.zad_DeviousBra) ;"Milk" Bra Return true ElseIf scriptinstance.HasKeyword(Libs.zad_DeviousHarness) ;"Milk" Harness Return true Endif Endif EndIf EndIf endwhile Return false EndFunction
Inanis Corvus Posted April 17, 2018 Posted April 17, 2018 18 minutes ago, Ed86 said: no, armor name armor points to scriptinstance , which should have zad_DeviousBra or zad_DeviousHarness keywords bool Function IsWearingDDMilker(Actor akActor) form f zadLibs Libs = Quest.GetQuest("zadQuest") as zadLibs Armor scriptinstance int i = akActor.getnumitems() ;count all items in inventory While i > 0 i -= 1 f = akActor.getnthform(i) as armor ;filter armor in inventory If f != none If f.HasKeyword(Libs.zad_InventoryDevice) ;check if armor is DD scriptinstance = Libs.GetRenderedDevice(f as armor) ;get armor scriptinstance, has dd keywords if akActor.isequipped(f) && (StringUtil.Find(f.getname(), "Milk" ) >= 0 || Libs.HasTag(f as armor, "milk")) If scriptinstance.HasKeyword(Libs.zad_DeviousBra) ;"Milk" Bra Return true ElseIf scriptinstance.HasKeyword(Libs.zad_DeviousHarness) ;"Milk" Harness Return true Endif Endif EndIf EndIf endwhile Return false EndFunction So the "ebonite harness inventory device" should become "milk ebonite harness inventory device"
Ed86 Posted April 17, 2018 Author Posted April 17, 2018 6 minutes ago, Shiranui_Mahamayah said: So the "ebonite harness inventory device" should become "milk ebonite harness inventory device" Black ebonite chastity harness: Milking Black ebonite chastity harness Black milking ebonite chastity harness Black ebonite chastity harness of milkness
Guest Posted April 17, 2018 Posted April 17, 2018 10 hours ago, SNIPERWOLF2K18 said: this mod crashes on main menu for me and i have disabled this mod and the game loads fine Your post is a little bit vague, so it makes helping a bit of a challenge - the only thing I can suggest at this point is to check to make sure you have all the mod's dependencies loaded (ZAZ, etc). I use NMM, if you click on the "plugins" tab, any mod with missing dependencies is highlighted in red. I'd scroll through the whole list to see if anything AT ALL is missing (even on unrelated mods).
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