Ed86 Posted June 26, 2018 Author Posted June 26, 2018 26 minutes ago, GuruSR said: I'll see if I can get a screenshot of the message. SLEN just causes forcegreets to happen, Can you show a screenshot of one of the containers, as I am not sure if the mod is showing them or not to me. Might be missing a mesh, but can't see it. SLEN wasn't an issue, was just noting that when they forcegreet, the milking person would run out and accumulate suction cups and wasn't sure if it would mess up the machine. As for the NPCs getting stuck on the post, that looks like a navmesh issue, him popping into the machine means he found another nearby navmesh to attempt to move with, so the original navmesh is apparently under the stations, usually when you add something on top of another navmesh, you delete the ones you're covering so NPCs don't try to follow them, then re-link them to the existing new ones you made, or move the existing navmeshes to suit your new location, at least that is how it was explained in the creationkit.com's navigation instructions. I've had to do that a few times with stuff I altered. As for the boundary, the NPCs don't see that, only the player does (because we don't follow navmeshes, we go wherever we want), NPCs rely on navmeshes. GuruSR. There are no containers
EinarrTheRed Posted June 26, 2018 Posted June 26, 2018 8 minutes ago, GuruSR said: I'll see if I can get a screenshot of the message. SLEN just causes forcegreets to happen, Can you show a screenshot of one of the containers, as I am not sure if the mod is showing them or not to me. Might be missing a mesh, but can't see it. SLEN wasn't an issue, was just noting that when they forcegreet, the milking person would run out and accumulate suction cups and wasn't sure if it would mess up the machine. As for the NPCs getting stuck on the post, that looks like a navmesh issue, him popping into the machine means he found another nearby navmesh to attempt to move with, so the original navmesh is apparently under the stations, usually when you add something on top of another navmesh, you delete the ones you're covering so NPCs don't try to follow them, then re-link them to the existing new ones you made, or move the existing navmeshes to suit your new location, at least that is how it was explained in the creationkit.com's navigation instructions. I've had to do that a few times with stuff I altered. As for the boundary, the NPCs don't see that, only the player does (because we don't follow navmeshes, we go wherever we want), NPCs rely on navmeshes. GuruSR. If you'd bothered to look at the navmesh in CK before posting all that you'd know that that isn't the case.. The cell border for exterior cells does matter specifically for NPCs. This is the navmesh Do you see navmesh going AROUND the posts, yes you do. Do you see navmesh going under the platform, no you do not. Why do you not see any navmesh going under the platform? Because I either moved the vertices or deleted them when I re-navmeshed those cells. Do you see a cell border between the left and right pump, yes you do (for those who don't know, its that green line. If its green that is supposed to indicate the navmesh at a cell border has been joined correctly but CK is fussy about exterior cell borders and sometimes lies. If you test in CK it will still lie and show pathing possible across it. The only way to be sure is to test in game, it was and it worked when tested. However, It is also possible another mod is overwriting that navmesh or breaking it, but I always start by double checking my own work first). What happens if that cell border is not joined properly or another mod breaks it? Why golly, the NPC WON'T cross it because cell borders DO matter to NPCs. Are there other mods that edit that cell and its navmesh in the back part, yes there are. Will those mods break the joined navmesh, yes they will. What did I say might be the problem for NPCs not going to the right pump... let's see, was it that cell border, why yes I did. Got anything else you want to try explaining to me?
GuruSR Posted June 26, 2018 Posted June 26, 2018 6 hours ago, EinarrTheRed said: If you'd bothered to look at the navmesh in CK before posting all that you'd know that that isn't the case.. The cell border for exterior cells does matter specifically for NPCs. This is the navmesh Do you see navmesh going AROUND the posts, yes you do. Do you see navmesh going under the platform, no you do not. Why do you not see any navmesh going under the platform? Because I either moved the vertices or deleted them when I re-navmeshed those cells. Do you see a cell border between the left and right pump, yes you do (for those who don't know, its that green line. If its green that is supposed to indicate the navmesh at a cell border has been joined correctly but CK is fussy about exterior cell borders and sometimes lies. If you test in CK it will still lie and show pathing possible across it. The only way to be sure is to test in game, it was and it worked when tested. However, It is also possible another mod is overwriting that navmesh or breaking it, but I always start by double checking my own work first). What happens if that cell border is not joined properly or another mod breaks it? Why golly, the NPC WON'T cross it because cell borders DO matter to NPCs. Are there other mods that edit that cell and its navmesh in the back part, yes there are. Will those mods break the joined navmesh, yes they will. What did I say might be the problem for NPCs not going to the right pump... let's see, was it that cell border, why yes I did. Got anything else you want to try explaining to me? You're looking at the wrong pump! The RIGHT one, the NPCs have NO trouble getting to at ALL in OR out right across the border, the NPC walked right up the stairs to the right one, used it, got out of it, walked right down to the wood, chopped it. It's from the *LEFT* one that they can't leave, I have no other mod altering that area at all, nothing is touching it, checked, yours looks like mine with some exceptions, I included all the mods in my load order. My RL work load doesn't grant me a ton of time to go looking for things, but apparently I did find an issue, the 6-16-2018 file I'm using has a different navmesh than you have in your photo, but even though, the left one has that box around the pillar and the right one doesn't, so that navmesh on the left side looks to be the cause of the issue. I've edited the NavMesh on the addon for the pumps, will see if I run into any more issues with it leaving the LEFT pump, also did the RIGHT pump's pillar as well, to keep them uniform. GuruSR.
EinarrTheRed Posted June 26, 2018 Posted June 26, 2018 There's no navmesh reason for them not to be able to use the left side especially if they are using the right side one. The navmesh in your picture looks nearly identical, the one difference I could see is the right side post looks off. It should be a fairly even square around it and it looks like yours has been turned into a triangle that passes partly through the post. I'm not sure why your navmesh would be different, you said you edited it, was that an edit you made? Beyond that I see nothing in the image you posted that would cause an issue with an NPC using the pump. I'm using the same MME files as everyone else, so our navmeshes should be identical, less any changes you've made.
GuruSR Posted June 27, 2018 Posted June 27, 2018 5 hours ago, EinarrTheRed said: There's no navmesh reason for them not to be able to use the left side especially if they are using the right side one. The navmesh in your picture looks nearly identical, the one difference I could see is the right side post looks off. It should be a fairly even square around it and it looks like yours has been turned into a triangle that passes partly through the post. I'm not sure why your navmesh would be different, you said you edited it, was that an edit you made? Beyond that I see nothing in the image you posted that would cause an issue with an NPC using the pump. I'm using the same MME files as everyone else, so our navmeshes should be identical, less any changes you've made. No, I didn't edit that, that is a photo of the navmesh before I edited it, it's odd that yours looks different, is it possible the version you're working on, isn't in that 6-16-2018 file? Oh they can use both pumps, it's just getting out of the pump to go to "chop wood" or that guard leaving, both got stuck on that pillar. I didn't look at the other pillars in Solitude to see how close those navmeshes get to them, it's completely possible the collision area for the skeletons I'm using are the cause of it getting stuck, only thing I can think of. What I did do was widen the space between the pillars and the navmesh to give a bit of space, hopefully the NPCs will not hit the pillar, but at Riften at the moment, testing out that message I've been seeing, will make a separate post, as I found out the cause of the slowdown but not what the message is supposed to say. EDIT: I re-added the original file from the 6-16-2018 package and it looks similar to yours, though now, the right side, I have to coax the NPC off of it, gets "stuck" at the edge of the right side of the platform where the navmesh gets closest to and she *pops* to the same spot from the wood pile, so she can't see a clear line to/from that woodpile. GuruSR.
GuruSR Posted June 27, 2018 Posted June 27, 2018 16 hours ago, Ed86 said: screen shot of that msg? Not sure how well this will help, but, the "message" shows up at 47.00/88.00 milk weight. The slowdown happens when the spell/ability is changed in weight after the hour update, so what I assume is happening since I didn't look at the code, was you remove the spell and alter the mag, then re-add the spell. Only shows up when you're at or near 50% of your milk capacity and it keeps showing up each hourly update. I removed most of the maid's inventory so I could move at least, but now at the moment, she's a crawl speed, but if the hourly update comes up, even though she's at max 88.00/88.00, I'll see the spell refresh again, so I'll get some freedom move until it re-applies. GuruSR.
Ed86 Posted June 27, 2018 Author Posted June 27, 2018 4 hours ago, GuruSR said: Not sure how well this will help, but, the "message" shows up at 47.00/88.00 milk weight. The slowdown happens when the spell/ability is changed in weight after the hour update, so what I assume is happening since I didn't look at the code, was you remove the spell and alter the mag, then re-add the spell. Only shows up when you're at or near 50% of your milk capacity and it keeps showing up each hourly update. I removed most of the maid's inventory so I could move at least, but now at the moment, she's a crawl speed, but if the hourly update comes up, even though she's at max 88.00/88.00, I'll see the spell refresh again, so I'll get some freedom move until it re-applies. GuruSR. that should fix it you cant update magnitude without removing spell, so that cant be fixed MilkQUEST.7z
GuruSR Posted June 27, 2018 Posted June 27, 2018 7 hours ago, Ed86 said: that should fix it you cant update magnitude without removing spell, so that cant be fixed MilkQUEST.7z Yes, I know mag needs to have the spell removed and re-added, guess not having that on the spell and using a modifying the actor value, as I ran into a problem, the player milkmaid is only level 9, so at level 10 Milkmaid, when she's full, it is so high, her ability to move is gone. So annoying Perks don't show up in the spell list that would let you do something like that and modify it based on an attribute, thought not too sure if the NPC milkmaids follow this situation, I see the same messages about their breasts getting bigger (as does the player at Master Milkmaid [10]), not sure if everything is supposed to get bigger from here on out. EDIT: That message *is* gone (so is the X Mode one, but figured that was debugging), though I am seeing the message about the breasts reaching their limit each hour. Any chance to offer a 30 minute update instead as at Milkmaid level 10, the jump between milk level is pretty big, 1 hour seems to be too long and I can't really see 30 minutes or even less (15 perhaps) being that much of a game breaker for performance. GuruSR.
Ed86 Posted June 27, 2018 Author Posted June 27, 2018 1 hour ago, GuruSR said: Yes, I know mag needs to have the spell removed and re-added, guess not having that on the spell and using a modifying the actor value, as I ran into a problem, the player milkmaid is only level 9, so at level 10 Milkmaid, when she's full, it is so high, her ability to move is gone. So annoying Perks don't show up in the spell list that would let you do something like that and modify it based on an attribute, thought not too sure if the NPC milkmaids follow this situation, I see the same messages about their breasts getting bigger (as does the player at Master Milkmaid [10]), not sure if everything is supposed to get bigger from here on out. EDIT: That message *is* gone (so is the X Mode one, but figured that was debugging), though I am seeing the message about the breasts reaching their limit each hour. Any chance to offer a 30 minute update instead as at Milkmaid level 10, the jump between milk level is pretty big, 1 hour seems to be too long and I can't really see 30 minutes or even less (15 perhaps) being that much of a game breaker for performance. GuruSR. i dont want less than 1h, that would cause lots of issues
hoxi Posted June 28, 2018 Posted June 28, 2018 Can someone help me get started? I've installed MME without the pumps versions because i don't want to mess up my major cities. Now i've made a milk pump, and i'd like to place it somewhere. Is this possible? I've installed Jaxonz Positioner, but i don't seem to be able to get it working. I'm also having trouble finding lactacid. I've found milk at several vendors, but no lactacid so far. Or is there another way to start? I tried looking through this thread, but it's massive and i didn't know what to look for. Thank you kindly for any help.
GuruSR Posted June 29, 2018 Posted June 29, 2018 On 6/27/2018 at 9:33 AM, Ed86 said: i dont want less than 1h, that would cause lots of issues Alright, I can understand that, the code changes would probably be more than the wanted workload. Though I would ask if it is possible to not change the mag if the existing mag is the same, as I'm seeing every hour that even though the maid hasn't been milked, the weight hasn't changed (except for leakage, doubt that is enough to change it at level 15), that it's still undoing the mag and telling you the breasts have expanded to their max, etc. Just sounds to me like it's not testing to see if it's already "at that state" before attempting to alter it, along with all the messages, which repeat every hour for all the maids with me, have AFT going with 4 others, so it gets a bit spammy and every hour I still can run free full speed. Not sure if *I* caused it or not, but I was doing the "hot key milking", and was using the "hot key" to stop it, unknowningly forced a milkmaid out of the machine in front of me (wasn't possible to see the crosshair as the hud was off during my "hot key milking", which I was trying to turn off for myself). Later when we exited town, she had suction cups on her. Oh, minor ask, the "Make a milk maid" question, can you put the person's name in, I had one go in while that annoying jerk kept messing with the other one, got asked twice so I couldn't tell who it was for... So I snuck behind him and murdered him (again, he just won't stay DEAD)... GuruSR.
Awaiting Elder Scrolls 6 Posted June 30, 2018 Posted June 30, 2018 can anyone lend me a hand? all plug-ins are abbreviated and i can't recognize some of them
GuruSR Posted July 1, 2018 Posted July 1, 2018 Well, got to thinking, since there wasn't any milking "farms" out there, started working on Pelagia, actually like 14 hours ago, sadly, only about 12 minutes of actual time went into this, the navmesh isn't done (I did move the mesh back so the new platform isn't meshed), 2 of the 3 machines on the new platform are accessable, the 3rd isn't, requires navmeshing, the 4th one alone on the other platform (the original one), does work, but weirdly, 2 can get into it, never set any of the object's properties (if any), so no clue why it's allowing 2 in it. Did not see any marker for entrance/exit on any of them, unlike the bar chair I put beside the lone one (was trying to find a "dull farm stool" that you'd use for milking), obviously that bar stool is not a good fit. Also the navmesh at the fence seems broken, can't seem to get anyone to properly go into it (thats original game, didn't touch it). The mod is TesEdit cleaned, so it's totally raw by itself. Anyone wants to mess with it more, go ahead, the 14 hours of time giving me only 12 minutes (broken up all throughout that 14 hours) shows just how little time I have to work on anything... So, if anyone can navmesh these properly, get only 1 person in that lone machine, perhaps make the fence gate a bit less "nobody can get in", go ahead, not like there's much involved in this, though I did use: Tes-Snip & TesEdit 5. Tes-Snip to add the "master" for "NewMilkMOD.esp" and Tes-Edit 5 to re-link the milk machines to the new master (if necessary). GuruSR. MilkModNEW PelagiaFarm.7z
Youaremomgey Posted July 1, 2018 Posted July 1, 2018 Alright, I cant milk anymore. If I enter the milking contraption, it doesnt play animations and I can just move out of it. Please help
GuruSR Posted July 1, 2018 Posted July 1, 2018 2 hours ago, Youaremomgey said: Alright, I cant milk anymore. If I enter the milking contraption, it doesnt play animations and I can just move out of it. Please help If you updated to any of the new patches here, best re-run the FNIS generator, even if you didn't, double check that, sounds like that is the issue. GuruSR.
jlttsmiley Posted July 1, 2018 Posted July 1, 2018 Thanks for the feature where to much milk removes clothing , for me it makes being a milk maid more immersive . Just wish there were an option for how full the breast had to be before removal of top was needed. At what point is the armor removed? Also I have found a lot of armor that have a top and lower nif for there armor which help by only losing the top and still having the lower armor . Still great option THANKS
Ed86 Posted July 1, 2018 Author Posted July 1, 2018 3 hours ago, jlttsmiley said: Thanks for the feature where to much milk removes clothing , for me it makes being a milk maid more immersive . Just wish there were an option for how full the breast had to be before removal of top was needed. At what point is the armor removed? Also I have found a lot of armor that have a top and lower nif for there armor which help by only losing the top and still having the lower armor . Still great option THANKS there is no space in mcm for more options ;heavy armor if MilkCnt > 12 Debug.Notification("Your breasts are too big to fit into your armor") akActor.UnEquipItem(maidArmor) endif ;light armor if MilkCnt > 8 Debug.Notification("Your breasts are too big to fit into your armor") akActor.UnEquipItem(maidArmor) endif ;clothes if MilkCnt > 4 Debug.Notification("Your breasts are too big to fit into your clothes") akActor.UnEquipItem(maidArmor) endif ..... okay i think its fuckd up should be otherway around
Awaiting Elder Scrolls 6 Posted July 2, 2018 Posted July 2, 2018 No mcm menu ... what can i do to fix this?
GuruSR Posted July 2, 2018 Posted July 2, 2018 19 hours ago, tony (now sexchanged) said: No mcm menu ... what can i do to fix this? Typically when an MCM menu for a specific mod won't show up, it's either busy with code running in one of it's threads and the engine isn't allowing another thread to run in that mod to respond to the MCM code. The engine basically threads based on each mod, so if part of the mod is busy doing something, you have to exit out and wait, perhaps visit a quiet interior and then try again. Script heavy mods can cause excessive timeouts that cause stack freezes (meaning threads in mods like this one will be stuck waiting), visiting a small interior location and waiting a minute or two may settle those bad mods you have that are causing the stack to freeze due time sliced threading constraints. GuruSR.
CanadianTeaMaker Posted July 4, 2018 Posted July 4, 2018 How do I fix the Interval poll set to 0 bug I have reinstalled the mod three times to no avail and I'm not going to search through 240 pages of disscusion trying to find the way to fix it.
AWHA Posted July 5, 2018 Posted July 5, 2018 On 5/20/2018 at 3:43 AM, Ed86 said: belly scaling formula is BodyMod.SetNodeScale(akActor, "NPC Belly", 1 + LactacidCnt / 2, isFemale) so it either you have 200 lactacid or you have problems with your mods After checking the debug menu for MME, I discover that upon making a follower a milk maid, the milk maid's lactacid level gets 100X larger than it should be. For example, one milk maid had lactacid of 740, and another with 1200 immediately after making the follower a new milk maid. It seems this is causing the belly scaling to be way off. What could be causing this? This seems to happen a lot with NPCs under PAH HSH. Is MME compatible with HSH?
Ed86 Posted July 5, 2018 Author Posted July 5, 2018 3 hours ago, AWHA said: After checking the debug menu for MME, I discover that upon making a follower a milk maid, the milk maid's lactacid level gets 100X larger than it should be. For example, one milk maid had lactacid of 740, and another with 1200 immediately after making the follower a new milk maid. It seems this is causing the belly scaling to be way off. What could be causing this? This seems to happen a lot with NPCs under PAH HSH. Is MME compatible with HSH? when you are using non unique npcs mme data may not be reset, so it can carry from 1 random npc to another
AWHA Posted July 6, 2018 Posted July 6, 2018 16 hours ago, Ed86 said: when you are using non unique npcs mme data may not be reset, so it can carry from 1 random npc to another hmmm... I had the same problem with non* unique followers too, but I guess with non unique npcs there are more risks. I have lactacid decay set to -0.01 in the MCM, could that be the problem? I wanted to turn lactacid decay off by setting the value to negative, but I don't know if that affects the initial lactacid amount. How does MME calculate the initial lactacid amount? *edited to fix typo
Ed86 Posted July 6, 2018 Author Posted July 6, 2018 37 minutes ago, AWHA said: hmmm... I had the same problem with non unique followers too, but I guess with non unique npcs there are more risks. I have lactacid decay set to -0.01 in the MCM, could that be the problem? I wanted to turn lactacid decay off by setting the value to negative, but I don't know if that affects the initial lactacid amount. How does MME calculate the initial lactacid amount? MME doesnt calculate initial value, you need to set it manually dont remember what -0.01 option do, prevents decay? then itll never drop and only increase it is done through StorageUtil.GetFloatValue(akActor, "MME.MilkMaid.LactacidCount") if its non 0 when you make milkmaid it means that: 1)that npc was a slave, they get free lactacid, though it shouldnt be more than 24 2)some other mod gave it lactacid 3)you have forced feeding/free lactacid/boundpumps 4)that npc form was used by some other npc, and lactacid count wasnt reset, when that npc was removed/reset by game 5) idk some kind of bug
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