chajapa Posted October 7, 2015 Posted October 7, 2015 I'm still wrapping my head around BodyGen If I have a female follower and she's in Nylea.esp can I do this (and she's the only NPC added by the mod): meshes\actors\character\BodyGenData\Nylea.esp\morphs.ini All|Female=Nylea meshes\actors\character\BodyGenData\Nylea.esp\templates.ini Nylea=DoubleMelon@0.3, BreastsFantasy@0.8 And that will only affect Nylea? The "All|Female" reference is only for Nylea.esp in this case... correct? It won't reach out to all females in game, right?
Groovtama Posted October 7, 2015 Posted October 7, 2015 I'm still wrapping my head around BodyGen If I have a female follower and she's in Nylea.esp can I do this (and she's the only NPC added by the mod): meshes\actors\character\BodyGenData\Nylea.esp\morphs.ini All|Female=Nylea meshes\actors\character\BodyGenData\Nylea.esp\templates.ini Nylea=DoubleMelon@0.3, BreastsFantasy@0.8 And that will only affect Nylea? The "All|Female" reference is only for Nylea.esp in this case... correct? It won't reach out to all females in game, right? No you evaluate all females with the template Nylea, <Esp-name>|<ID> that is how you evalute something on a single NPC, the folder name is for ordering the evaluation depending on the load order you have, not for all females in the specific esp/esm.
chajapa Posted October 7, 2015 Posted October 7, 2015 I'm still wrapping my head around BodyGen If I have a female follower and she's in Nylea.esp can I do this (and she's the only NPC added by the mod): meshes\actors\character\BodyGenData\Nylea.esp\morphs.ini All|Female=Nylea meshes\actors\character\BodyGenData\Nylea.esp\templates.ini Nylea=DoubleMelon@0.3, BreastsFantasy@0.8 And that will only affect Nylea? The "All|Female" reference is only for Nylea.esp in this case... correct? It won't reach out to all females in game, right? No you evaluate all females with the template Nylea, <Esp-name>|<ID> that is how you evalute something on a single NPC, the folder name is for ordering the evaluation depending on the load order you have, not for all females in the specific esp/esm. OK, so I'd still need Nylea.esp| xx000D62=Nylea in morphs.ini I'm looking in Tes5Edit and her form ID is 22000D62 based on her current load order. I never understood the "xx" part. Would I reference her as "xx000D62" or .... something else? I know it's something about GetFormFromFile but I get confused about when to drop leading zeroes
zaira Posted October 7, 2015 Posted October 7, 2015 .... Can be used in combination with my other video. (remove HDT HH first, add NIOV heels afterwards) I tried it an it works fine - with old HHSpell I had the problem that NPCs sometimes loose the adjustment after cell change - this should not happen with this new method, right? On the other side: How does this affects the adjustment of sexlab animations? In SL 1.6x there is an option to disable the HHspell during sexlab animations. This is definitively broken now. And in Maria Eden I build in an optional function that limits the movement speed while actor is wearing heels. I think if you modify armor like this there must be a common way to detect that there must be a re-adjustment in SL and Maria Eden. Is there a way to detect such armor via script?
Groovtama Posted October 7, 2015 Posted October 7, 2015 I'm still wrapping my head around BodyGen If I have a female follower and she's in Nylea.esp can I do this (and she's the only NPC added by the mod): meshes\actors\character\BodyGenData\Nylea.esp\morphs.ini All|Female=Nylea meshes\actors\character\BodyGenData\Nylea.esp\templates.ini Nylea=DoubleMelon@0.3, BreastsFantasy@0.8 And that will only affect Nylea? The "All|Female" reference is only for Nylea.esp in this case... correct? It won't reach out to all females in game, right? No you evaluate all females with the template Nylea, <Esp-name>|<ID> that is how you evalute something on a single NPC, the folder name is for ordering the evaluation depending on the load order you have, not for all females in the specific esp/esm. OK, so I'd still need Nylea.esp| xx000D62=Nylea in morphs.ini I'm looking in Tes5Edit and her form ID is 22000D62 based on her current load order. I never understood the "xx" part. Would I reference her as "xx000D62" or .... something else? I know it's something about GetFormFromFile but I get confused about when to drop leading zeroes Nylea.esp|D62 is correct. name determins the 2 highest hex values and the 6 lowest are the hex value after the name. And that points to stuff in the template.ini.
chajapa Posted October 7, 2015 Posted October 7, 2015 I'm still wrapping my head around BodyGen If I have a female follower and she's in Nylea.esp can I do this (and she's the only NPC added by the mod): meshes\actors\character\BodyGenData\Nylea.esp\morphs.ini All|Female=Nylea meshes\actors\character\BodyGenData\Nylea.esp\templates.ini Nylea=DoubleMelon@0.3, BreastsFantasy@0.8 And that will only affect Nylea? The "All|Female" reference is only for Nylea.esp in this case... correct? It won't reach out to all females in game, right? No you evaluate all females with the template Nylea, <Esp-name>|<ID> that is how you evalute something on a single NPC, the folder name is for ordering the evaluation depending on the load order you have, not for all females in the specific esp/esm. OK, so I'd still need Nylea.esp| xx000D62=Nylea in morphs.ini I'm looking in Tes5Edit and her form ID is 22000D62 based on her current load order. I never understood the "xx" part. Would I reference her as "xx000D62" or .... something else? I know it's something about GetFormFromFile but I get confused about when to drop leading zeroes Nylea.esp|D62 is correct. name determins the 2 highest hex values and the 6 lowest are the hex value after the name. And that points to stuff in the template.ini. Thank you, sir.
Groovtama Posted October 7, 2015 Posted October 7, 2015 .... Can be used in combination with my other video. (remove HDT HH first, add NIOV heels afterwards) I tried it an it works fine - with old HHSpell I had the problem that NPCs sometimes loose the adjustment after cell change - this should not happen with this new method, right? On the other side: How does this affects the adjustment of sexlab animations? In SL 1.6x there is an option to disable the HHspell during sexlab animations. This is definitively broken now. And in Maria Eden I build in an optional function that limits the movement speed while actor is wearing heels. I think if you modify armor like this there must be a common way to detect that there must be a re-adjustment in SL and Maria Eden. Is there a way to detect such armor via script? It is not broken, broken means it doesn't work it still works, it is just not made for NiO HH, a adjuster for sexlab scenes is already made.
zaira Posted October 7, 2015 Posted October 7, 2015 Does this adjuster fix also the flying-over-the-chair problem? HHSpell disables adjustment while the actor is sitting - now the actor is flying over the surface of the chair.
zaira Posted October 7, 2015 Posted October 7, 2015 OK, I looked into the code and it does not handle sit state. To fix this we still need a magic effect for the heels - so what would be the benefit of NIOV Heels? Wait - I looked into the old HHSpell code - if somebody adapt it for NIOV Heels it might not need the heavy polling (RegisterForSingleUpdate(0.1)) anymore - am I right?
Groovtama Posted October 7, 2015 Posted October 7, 2015 OK, I looked into the code and it does not handle sit state. To fix this we still need a magic effect for the heels - so what would be the benefit of NIOV Heels? Wait - I looked into the old HHSpell code - if somebody adapt it for NIOV Heels it might not need the heavy polling (RegisterForSingleUpdate(0.1)) anymore - am I right? For what do you need a magiceffect for the heels, when the animation for sitting happens adjust it, and/or look if the character is in a sitting state by checking the animation vars, I think to remember there was some for that state.
zaira Posted October 7, 2015 Posted October 7, 2015 OK, I looked into the code and it does not handle sit state. To fix this we still need a magic effect for the heels - so what would be the benefit of NIOV Heels? Wait - I looked into the old HHSpell code - if somebody adapt it for NIOV Heels it might not need the heavy polling (RegisterForSingleUpdate(0.1)) anymore - am I right? For what do you need a magiceffect for the heels, when the animation for sitting happens adjust it, and/or look if the character is in a sitting state by checking the animation vars, I think to remember there was some for that state. Because this sitting effect must be applied to all NPCs that are wearing the heels.
zaira Posted October 7, 2015 Posted October 7, 2015 Oh - bad - OnSit() is only sent to actor scripts. That's why the old HHSpell polls... So we gain no real benefit for the new heel effect - only the issues with loosing adjustments after cell reload are probably fixed.
Groovtama Posted October 7, 2015 Posted October 7, 2015 Oh - bad - OnSit() is only sent to actor scripts. That's why the old HHSpell polls... OnSit\OnGetUp, CloakEffect, 1.5 cell radius for the cloak, dynamically attaching scripts via active magic effect, done.
zaira Posted October 7, 2015 Posted October 7, 2015 OnSit_-_Actor OnGetUp_-_Actor How do you apply an actor script to every NPC? The only way I know to bind a script to any NPCs is a magic effect.
zaira Posted October 7, 2015 Posted October 7, 2015 Oh - bad - OnSit() is only sent to actor scripts. That's why the old HHSpell polls... OnSit\OnGetUp, CloakEffect, 1.5 cell radius for the cloak, dynamically attaching scripts via active magic effect, done. How do I catch sitting events for any NPCs around me? And is a CloakEffect not similar stress full for Papyrus?
Groovtama Posted October 7, 2015 Posted October 7, 2015 http://www.creationkit.com/Dynamically_Attaching_Scripts XPMSE, DSR, etc, works in a similar fashion.
zaira Posted October 7, 2015 Posted October 7, 2015 Hm, I still don't get how you want to detect sitting of an unlimited number of NPCs. You might attach scripts to all furnitures.
Groovtama Posted October 7, 2015 Posted October 7, 2015 Hm, I still don't get how you want to detect sitting of an unlimited number of NPCs. You might attach scripts to all furnitures. The tutorial I posted, makes that in a radius around the player, a activemagiceffect script will be attached to any actor, an activemagiceffect script can catch many events that are in objectreference, actor, etc, so in that magic effect is Event OnSit() and Event OnGetUp() that will run when the events happen. And you don't need any NPC just those NPCs around you 1.5 cells is really far.
zaira Posted October 7, 2015 Posted October 7, 2015 Hm, I still don't get how you want to detect sitting of an unlimited number of NPCs. You might attach scripts to all furnitures. The tutorial I posted, makes that in a radius around the player, a activemagiceffect script will be attached to any actor, an activemagiceffect script can catch many events that are in objectreference, actor, etc, so in that magic effect is Event OnSit() and Event OnGetUp() that will run when the events happen. And you don't need any NPC just those NPCs around you 1.5 cells is really far. And does this really reduce Papyrus stress - because it affects every NPC, not only those who are wearing heels.
ousnius Posted October 7, 2015 Posted October 7, 2015 An ActiveMagicEffect script inherits all the events from the actor it is attached to, even OnPlayerLoadGame() if it was the player. So you can make the cloak spell add the magic effect to all actors in the cell, and in its script, make use of the OnSit()/OnGetUp() events. For swimming, you would have to register an update event for all actors in the cell and check for IsSwimming() repeatedly, because there is no proper animation event for swimming, I think. No matter what you do, it will be faster and easier than HDT HH which adds a whole SKSE plugin.
zaira Posted October 7, 2015 Posted October 7, 2015 If ActiveMagicEffect can catch sit state - why not simply adding an effect to the heel? Modifying the existing HHSpell, remove polling and add the NIOverride code to it?
ousnius Posted October 7, 2015 Posted October 7, 2015 If ActiveMagicEffect can catch sit state - why not simply adding an effect to the heel? Modifying the existing HHSpell, remove polling and add the NIOverride code to it? Because that would require a master for the plugin, which is what NIOV got rid of for good (reducing plugin count and a crash factor).
chajapa Posted October 7, 2015 Posted October 7, 2015 Another morphs question (or 2...): meshes\actors\character\BodyGenData\MilkModNew.esp\morphs.ini MilkModNew.esp|4D53B=MilkMaid <-- FormID is for MilkMaidFaction. Actors are added to this faction when they become a Milk Maid meshes\actors\character\BodyGenData\MilkModNew.esp\templates.ini MilkMaid=DoubleMelon@0.2 Questions: #1 - Would this work? When MilkModNew is in the load order, AND when an actor is in MilkMaidFaction, would this then add the 0.2 to the DoubleMelon value? #2 - When are morphs evaluated? If answer to #1 is "yes, it will work using a faction FormID", then would this morph get applied to an actor when they are added to that faction in-game? If an actor is NOT in MilkMaidFaction when the game loads, but then they are ADDED to the MilkMaidFaction, would this morph get applied immediately or would this morph only get applied at the next game load (or cell change?).
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