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Expired6978

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Posted

 

 

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.

 

Just check if a transform with key "internal" with a Z offset is on the "NPC" node if yes go into state active, if not go in an inactive state, and reevalute it every time Event OnObjectEquipped fires.

Posted

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?). 

 

You can only assign templates to specific actors or all male/female, not to factions.

 

I don't know about the specifics of when BodyGen applies what, I also don't know if it adds or replaces the morph of other templates applied to the same actor.

Posted

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.

http://www.creationkit.com/Animation_Events

 

no need for polling registerforanimation event, water events at the bottom.

Posted

 

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).

For the price to stress Papyrus with continuous cloak spells...

Posted

 

 

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).

For the price to stress Papyrus with continuous cloak spells...

 

you don't need a single onupdate for it to work. you only stress papyrus when you doing something the whole time in a short time, not when you catch 4 events and switch through states, on 100 npcs (if there are 100 npcs in 5 cells that is like jackpot + strike by lightning at the same time in real life).

Posted

Hm, I think I try to implement such a spell and adapt the existing Sexlab Adjustment Plugin. But one question is still open: how can I detect a modified heel? I wan't to limit the movement speed, I don't think that anybody can run with heels - especially not in pampas.


And how can I remove the effect when a NPC gets unloaded? Or is a cleanup unnecessary?

Posted

 

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.

http://www.creationkit.com/Animation_Events

 

no need for polling registerforanimation event, water events at the bottom.

 

Something like this for chairs would be helpful...

Posted

 

 

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.

http://www.creationkit.com/Animation_Events

 

no need for polling registerforanimation event, water events at the bottom.

 

Something like this for chairs would be helpful...

 

onsit, ongetup?

Hm, I think I try to implement such a spell and adapt the existing Sexlab Adjustment Plugin. But one question is still open: how can I detect a modified heel? I wan't to limit the movement speed, I don't think that anybody can run with heels - especially not in pampas.

And how can I remove the effect when a NPC gets unloaded? Or is a cleanup unnecessary?

onobjectequipped event,

if nioverride.hastransform(actor,.., key ="internal")

 ;has heel

else

 ; has not

endif

Posted

OnSit and OnGetup are called for all types of furnitures - but there are funitures where it should not be changed - eg. Zaz furnitures.

However - I tried it and now the actor is not flying but the heels are partly under the ground :-(

Posted

That was also the case with the hdt method, generally, not the Zaz part...

For sitting height a parent node that has all but knee/thigh/feet could be used to counter the offset:

Heels on not in floor, butt sits on chair. Its very dependent on sitting animation though...

Posted

No, it is not enough - so we have the choice - heels in ground or flying...

 

There's not really a clean way (no bone for it) to move only the feet and calf up reliably for all meshes. So yeah, heels in ground or flying.

I prefer not flying, because it's the more obvious of the two.

 

Wanna try this one out? :)

EDIT: Updated to include OnObject(Un)Equipped() event for equipping/unequipping heels while sitting/swimming.

EDIT2: Updated to check for sit state right when the effect is applied.

NIOVHH.zip

Posted

 

No, it is not enough - so we have the choice - heels in ground or flying...

 

There's not really a clean way (no bone for it) to move only the feet and calf up reliably for all meshes. So yeah, heels in ground or flying.

I prefer not flying, because it's the more obvious of the two.

 

Wanna try this one out? :)

EDIT: Updated to include OnObject(Un)Equipped() event for equipping/unequipping heels while sitting/swimming.

 

Small additions:

  • Don't adjust when entering zaz devices
  • Limit speed and carry weight while wearing heels
  • Bugfix :  adjustment was missed if heeled actor is already sitting while effect applies

Source code only...

NIOVHHScaleEffect.7z

Posted

 

 

No, it is not enough - so we have the choice - heels in ground or flying...

 

There's not really a clean way (no bone for it) to move only the feet and calf up reliably for all meshes. So yeah, heels in ground or flying.

I prefer not flying, because it's the more obvious of the two.

 

Wanna try this one out? :)

EDIT: Updated to include OnObject(Un)Equipped() event for equipping/unequipping heels while sitting/swimming.

 

Small additions:

  • Don't adjust when entering zaz devices
  • Limit speed and carry weight while wearing heels
  • Bugfix :  adjustment was missed if heeled actor is already sitting while effect applies

Source code only...

 

 

Can you explain why the high heel offset shouldn't be suspended with zaz devices? I mean, if you're in one of those without wearing heels to begin with, you should have the same height?

 

I don't wanna limit speed and carry weight for high heels. It's a good idea, but it should be optional, the problem is I don't want to add an MCM menu for such a small mod (not because it's hard or takes time, it doesn't, but because of "keeping things simple" reasons).

 

I was looking for something like GetSitState() but didn't know that existed, so I'll add that, thanks.

One question about conversion:

If a heel nif contains several parts - do I have to adapt every part?

 

No, only one shape.

Posted

 

 

 

No, it is not enough - so we have the choice - heels in ground or flying...

 

There's not really a clean way (no bone for it) to move only the feet and calf up reliably for all meshes. So yeah, heels in ground or flying.

I prefer not flying, because it's the more obvious of the two.

 

Wanna try this one out? :)

EDIT: Updated to include OnObject(Un)Equipped() event for equipping/unequipping heels while sitting/swimming.

 

Small additions:

  • Don't adjust when entering zaz devices
  • Limit speed and carry weight while wearing heels
  • Bugfix :  adjustment was missed if heeled actor is already sitting while effect applies

Source code only...

 

 

Can you explain why the high heel offset shouldn't be suspended with zaz devices? I mean, if you're in one of those without wearing heels to begin with, you should have the same height?

 

I don't wanna limit speed and carry weight for high heels. It's a good idea, but it should be optional, the problem is I don't want to add an MCM menu for such a small mod (not because it's hard or takes time, it doesn't, but because of "keeping things simple" reasons).

 

I was looking for something like GetSitState() but didn't know that existed, so I'll add that, thanks.

One question about conversion:

If a heel nif contains several parts - do I have to adapt every part?

 

No, only one shape.

 

 

Zaz - looks strange - try it

 

Option without MCM:

if JsonUtil.GetIntValue("mymodname","heel_debuff",0) == 1

So hardcore freaks could enable debuf - or other mod authors could make a MCM

 

Which part has to be adapted? I have also nifs with one part per single shoe

Posted

Zaz - looks strange - try it

 

 

Option without MCM:

if JsonUtil.GetIntValue("mymodname","heel_debuff",0) == 1

So hardcore freaks could enable debuf - or other mod authors could make a MCM

 

Which part has to be adapted? I have also nifs with one part per single shoe

 

I want to do the counterpart of the HDT HH height fixes but cleaner and for NIOV, so that means I'm not fond with the idea of using things like JsonUtil or adding an MCM with just 1 or 2 options. I also don't use any zaz or SexLab stuff, so I can't test that. :/

 

For the NIFs, you only need to add the string to one shape, no matter how many shapes it has, for both the _0.nif and _1.nif.

Posted

DDx already has an effect that slows you down when wearing heels, so i wouldn't mess with that. Also i'd advise against making the mod dependable on JContainers, since it causes bugs with NiOverride...

Posted

Wanna try this one out? :)

 

 

EDIT: Updated to include OnObject(Un)Equipped() event for equipping/unequipping heels while sitting/swimming.

EDIT2: Updated to check for sit state right when the effect is applied.

 

I have several crashes when I use this mod - I tried to figure out why but I can't see a problem in the log files.

It crashes when I leave or enter a cell.

Posted

 

Wanna try this one out? :)

 

 

EDIT: Updated to include OnObject(Un)Equipped() event for equipping/unequipping heels while sitting/swimming.

EDIT2: Updated to check for sit state right when the effect is applied.

I have several crashes when I use this mod - I tried to figure out why but I can't see a problem in the log files.

It crashes when I leave or enter a cell.

Didn't crash for me. Must be another problem with NiOverride. Expired already has some more WIP fixes, I think.

Posted

A NiOverride problem could be why I have seemingly random crashes. With absolutely nothing in the logs.

I've been trying to find out why or when or find some kind of pattern. Sometimes I would CTD just while standing around and doing nothing.

 

But my follower is pregnant and her boobs are growing. The crashes SEEM to be happening on node update, but not every time nodes update (naturally).

I had not even considered that it could be a NiOverride isse. So.... something else for me to be watching.... great..... :)

 

Posted

I have adapted many heels mods and have several NPCs wearing heels in one cell and they are all sandboxing - sitting, standing up. Without the heels it is stable - so yes, I agree, seems to be a NiOverride issue.

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