EscalatorBoy Posted December 10, 2014 Posted December 10, 2014 Working really beautifully so far, loving the sculpt mode. Familiar Faces compatibility is dodgy though - the face doesn't seem to save to the alcove. Any insight into why or whether it'll be addressed in the full release? Fixed for next version; thanks for the report. Was a small bug where it would load the sculpt data from preset... Then proceed to delete it in the next function. Still doesn't appear to be working
Expired6978 Posted December 10, 2014 Author Posted December 10, 2014 RaceMenu V3B10 https://drive.google.com/file/d/0BxcCUXFKD04_UWg5SkFMc0p4ZEk/view?usp=sharing Changes -Completely redid preset saving and loading Working really beautifully so far, loving the sculpt mode. Familiar Faces compatibility is dodgy though - the face doesn't seem to save to the alcove. Any insight into why or whether it'll be addressed in the full release? Fixed for next version; thanks for the report. Was a small bug where it would load the sculpt data from preset... Then proceed to delete it in the next function. Still doesn't appear to be working http://i.imgur.com/q4Fr13B.jpg Looks working to me, I definitely didn't make his cheeks that messed up with sliders.
Earen Posted December 10, 2014 Posted December 10, 2014 Not sure that storing all skeleton transforms is always good. Mods adding their transforms and this transform is related to current playthrough only.. And a user can't remove these transforms when starting a new game
Kinky Posted December 10, 2014 Posted December 10, 2014 Everything working fine in latest beta. Only delete preset option is really needed.
ousnius Posted December 10, 2014 Posted December 10, 2014 Not sure that storing all skeleton transforms is always good. Mods adding their transforms and this transform is related to current playthrough only.. And a user can't remove these transforms when starting a new game If you don't select your old RaceMenu preset in the new playthrough, the transforms won't carry over as far as I know. Or you can select it and adjust it.
Redflyingmonkey Posted December 10, 2014 Posted December 10, 2014 Okay it's Racemenu Overlay and SlaveTats, those are the mods that somehow blocked Chargen's sliders from appearing, Expired. I deactivated all mods related to Racemenu one by one, then 2 at a time, and once I deactivated those, everything started working as it should. Did I hit some kind of hard limit on the number of Racemenu plugins or something ? Seems weird that overlay mods would deter the Chargen sliders from appearing.
Opac21 Posted December 10, 2014 Posted December 10, 2014 Just wanted to drop by and say: "A sculpting system for Faces? Can't get better than that." Thumbs up for that, but I happened to notice that sculpting crashes the game when the character has a custom beard (like the dwemer beards, or maybe only the dwemer beard, who knows...). It took me about 1 hour to figure out it was the beards (that's a lie, it took longer...) I would be more enthusiastic about this when I actually could be enthusiastic at all, but I am as much as I can. kudos for that. MfG
Earen Posted December 10, 2014 Posted December 10, 2014 Not sure that storing all skeleton transforms is always good. Mods adding their transforms and this transform is related to current playthrough only.. And a user can't remove these transforms when starting a new game If you don't select your old RaceMenu preset in the new playthrough, the transforms won't carry over as far as I know. Or you can select it and adjust it. RM applies all transforms from the preset. My prev. post was a result of this (otherwise I wouldn't discovered that RM stores and applies all transforms). And this is not a request, I'm not willing to slowdown the development
Expired6978 Posted December 10, 2014 Author Posted December 10, 2014 Okay it's Racemenu Overlay and SlaveTats, those are the mods that somehow blocked Chargen's sliders from appearing, Expired. I deactivated all mods related to Racemenu one by one, then 2 at a time, and once I deactivated those, everything started working as it should. Did I hit some kind of hard limit on the number of Racemenu plugins or something ? Seems weird that overlay mods would deter the Chargen sliders from appearing. Neither would have any affect unless they are being shipped with old RaceMenuBase scripts and you're deliberately ignoring the warning you get ingame because of it. Theres no limit to the number of mods you can have, only a limit to the number of things each quest script can send on their own. It's a push-pull system, the mods themselves can't possibly conflict with eachother because they literally do nothing until RM broadcasts the event request. At that point each mod sends its information directly into the menu. This is wrapped by the UI task thread, so regardless of order they will all happen in a sequence (none should be lost). Where this actually becomes a problem is on a New Game that immediately opens the RaceMenu at startup (Alternative Start and similar mods) because you can't guarantee that all of the scripts have initialized and the VM is paused if its not executed directly from the menu. If the mods haven't even registered for the load event yet there's no way they can respond to the RM request. If anything you would want to load your plugins before RM in hopes that they initialize first, no RM plugin should be dependent on RM itself other than the actual scripts (scripts themselves are available before initialization), they are all independent so load order should technically not matter either. If you are infact testing on a new game you might just be having a placebo effect because there are now less mods to initialize. RaceMenu V3B11 https://drive.google.com/file/d/0BxcCUXFKD04_OWZlMFBPWVEwZnM/view?usp=sharing Changes -Fixed bug where fileview window would get stuck when pressing Done, then OK -Moved default positions of Head Parts and History
Aydoo Posted December 10, 2014 Posted December 10, 2014 Okay it's Racemenu Overlay and SlaveTats, those are the mods that somehow blocked Chargen's sliders from appearing, Expired. I deactivated all mods related to Racemenu one by one, then 2 at a time, and once I deactivated those, everything started working as it should. Did I hit some kind of hard limit on the number of Racemenu plugins or something ? Seems weird that overlay mods would deter the Chargen sliders from appearing. Neither would have any affect unless they are being shipped with old RaceMenuBase scripts and you're deliberately ignoring the warning you get ingame because of it. Theres no limit to the number of mods you can have, only a limit to the number of things each mod can send on their own. It's a push-pull system, the mods themselves can't possibly conflict with eachother because they literally do nothing until RM broadcasts the event request. At that point each mod sends its information directly into the menu. This is wrapped by the UI task thread, so regardless of order they will all happen in a sequence (none should be lost). Where this actually becomes a problem is on a New Game that immediately opens the RaceMenu at startup (Alternative Start and similar mods) because you can't guarantee that all of the scripts have initialized and the VM is paused if its not executed directly from the menu. If the mods haven't even registered for the load event yet there's no way they can respond to the RM request. If anything you would want to load your plugins before RM in hopes that they initialize first, no RM plugin should be dependent on RM itself other than the actual scripts (scripts themselves are available before initialization), they are all independent so load order should technically not matter either. If you are infact testing on a new game you might just be having a placebo effect because there are now less mods to initialize. Thanks for some of this information. I've been wondering how some of the calls were working for overlays and how the script order was affected. I do recall you stated each script is limited to 128 individual overlay but that a single esp could be scripted with more than one "quest" alias to handle multiple overlay scripts for more overlays.
Groovtama Posted December 10, 2014 Posted December 10, 2014 Thanks for some of this information. I've been wondering how some of the calls were working for overlays and how the script order was affected. I do recall you stated each script is limited to 128 individual overlay but that a single esp could be scripted with more than one "quest" alias to handle multiple overlay scripts for more overlays. Or you are a lazy person as me and copy the quest with another form ID change the script name and quest name^^
Expired6978 Posted December 10, 2014 Author Posted December 10, 2014 Thanks for some of this information. I've been wondering how some of the calls were working for overlays and how the script order was affected. I do recall you stated each script is limited to 128 individual overlay but that a single esp could be scripted with more than one "quest" alias to handle multiple overlay scripts for more overlays. Correct, only the quest itself is limited, you can just simply add another quest and script to the same plugin and circumvent this problem. Though the order in which they are added becomes ambiguous so you one session your first quest would be first in the list, and another it might be the second. So it's better to break them up into blocks and don't split up numeric sequences. E.g (Wrong) Quest 1 Paint 1 Paint 2 Paint 3 SomePaint 1 SomePaint 2 Quest 2 Paint 4 Paint 5 Paint 6 Some Paint 3 (Right) Quest 1 Paint 1 Paint 2 Paint 3 Paint 4 Paint 5 Paint 6 Quest 2 SomePaint 1 SomePaint 2 SomePaint 3 This way the order in which the quests respond doesn't matter as your items will appear in their numeric order. This limit may change in the next version of SKSE however as arrays larger than 128 can now be allocated dynamically.
Kinky Posted December 10, 2014 Posted December 10, 2014 Everything seems to be fine in latest beta. Just wanted to say thanks for the changes and i hope there will be delete preset option in one of the next builds. Cant return on the chat to annoy you any further so ill annoy you next time XD
Aydoo Posted December 10, 2014 Posted December 10, 2014 Thanks for some of this information. I've been wondering how some of the calls were working for overlays and how the script order was affected. I do recall you stated each script is limited to 128 individual overlay but that a single esp could be scripted with more than one "quest" alias to handle multiple overlay scripts for more overlays. Or you are a lazy person as me and copy the quest with another form ID change the script name and quest name^^ I actually use an exporter program that accesses the scripts/ck without having to use the CK because for some reason it keeps crashing on me when it tries to read his scripts. Its most likely something I've done wrong but I haven't sussed it out yet. I'm new to the Skyrim mod creation scene so I'm figuring out how everything fits together. I've done modding for other games but this is a whole new beast. Thanks for some of this information. I've been wondering how some of the calls were working for overlays and how the script order was affected. I do recall you stated each script is limited to 128 individual overlay but that a single esp could be scripted with more than one "quest" alias to handle multiple overlay scripts for more overlays. Correct, only the quest itself is limited, you can just simply add another quest and script to the same plugin and circumvent this problem. Though the order in which they are added becomes ambiguous so you one session your first quest would be first in the list, and another it might be the second. So it's better to break them up into blocks and don't split up numeric sequences. E.g (Wrong) Quest 1 Paint 1 Paint 2 Paint 3 SomePaint 1 SomePaint 2 Quest 2 Paint 4 Paint 5 Paint 6 Some Paint 3 (Right) Quest 1 Paint 1 Paint 2 Paint 3 Paint 4 Paint 5 Paint 6 Quest 2 SomePaint 1 SomePaint 2 SomePaint 3 This way the order in which the quests respond doesn't matter as your items will appear in their numeric order. This limit may change in the next version of SKSE however as arrays larger than 128 can now be allocated dynamically. Again thanks for this info. Transparency really helps on the end user side especially with trouble shooting other users.
Redflyingmonkey Posted December 10, 2014 Posted December 10, 2014 If you are infact testing on a new game you might just be having a placebo effect because there are now less mods to initialize. That's it, I have been beta testing quite a lot of mods along with RM, so I always try a new game. Of course, with LaL, you start the game with RM booting up automatically, hence deactivating some quests allowed the more important ones to appear. Plus, I'm again positive about my base file being the correct one, as I receive no error message in game, nor on the papyrus log. What would be a good solution to boot all the quests safely on a new game ? Should I start in qasmoke, then create a new game ? Or create a new game, save, then load that save ?
Expired6978 Posted December 11, 2014 Author Posted December 11, 2014 If you are infact testing on a new game you might just be having a placebo effect because there are now less mods to initialize. That's it, I have been beta testing quite a lot of mods along with RM, so I always try a new game. Of course, with LaL, you start the game with RM booting up automatically, hence deactivating some quests allowed the more important ones to appear. Plus, I'm again positive about my base file being the correct one, as I receive no error message in game, nor on the papyrus log. What would be a good solution to boot all the quests safely on a new game ? Should I start in qasmoke, then create a new game ? Or create a new game, save, then load that save ? The quests will initialize after you close the menu, they didn't break, they are just paused. New Game -> Close Menu -> Wait a bit -> Reopen menu RaceMenu V3B12 https://drive.google.com/file/d/0BxcCUXFKD04_Q0RDTlZCUzBMN0k/view?usp=sharing Changes -Fixed load game crash with NiOverride and Dye related features -Fixed preset loading of sculpt data -Cleaned up some misc shared pointer code and mutex locking to improve stability
KumamonTheWorshiper Posted December 11, 2014 Posted December 11, 2014 FF couldn't save any of my character's face properly if i use Beta 4 to 12. Though, no problems whatsoever if i downgrade to beta 3 or under. Is it because of RM itself or did i screw something up somehow?
Kinky Posted December 11, 2014 Posted December 11, 2014 It seems Familiar Faces didin't save the face for me either. I used portal stone, deleted my character on its shrine, used racemenu sculpt to lower the chin to extreme then after finishing my char in RM i saved the char on shrine. Saved char on shrine had regular chin.
Expired6978 Posted December 11, 2014 Author Posted December 11, 2014 Did you update Familiar Faces? I'm not sure what build it's on, or if Verteiron released the one with the fix. It's not an RM problem however.
EscalatorBoy Posted December 12, 2014 Posted December 12, 2014 Yeah, that's the face I'm getting with FF as well. I guess Vert will have to update for compatibility once RM 3 is out.
Kinky Posted December 12, 2014 Posted December 12, 2014 Did you update Familiar Faces? I'm not sure what build it's on, or if Verteiron released the one with the fix. It's not an RM problem however. Yeah im using latest version. They will have to update.
nutluck Posted December 12, 2014 Posted December 12, 2014 This is just a encouragement post. I use racemenu now and look forward to any updates you add to it. Nice to see more mods of a none sex nature, being worked on here.
KumamonTheWorshiper Posted December 12, 2014 Posted December 12, 2014 Did you update Familiar Faces? Who doesn't? I don't think any FF user here would still uses an older version of it. That's just absurd and everybody here knows it. But eh, i could just wait for Vert to update FF and downgrade Rm to beta 3 for temporary fix and poof, all is good. Happy ending. Though it would be good if you know another solution. That brush strength feature are just way too good to pass up.
Earen Posted December 12, 2014 Posted December 12, 2014 Did you update Familiar Faces? Who doesn't? I don't think any FF user here would still uses an older version of it. That's just absurd and everybody here knows it. But eh, i could just wait for Vert to update FF and downgrade Rm to beta 3 for temporary fix and poof, all is good. Happy ending. Though it would be good if you know another solution. That brush strength feature are just way too good to pass up. FF had incorrect RM version check, which Vert fixed a week ago
KumamonTheWorshiper Posted December 12, 2014 Posted December 12, 2014 Did you update Familiar Faces? Who doesn't? I don't think any FF user here would still uses an older version of it. That's just absurd and everybody here knows it. But eh, i could just wait for Vert to update FF and downgrade Rm to beta 3 for temporary fix and poof, all is good. Happy ending. Though it would be good if you know another solution. That brush strength feature are just way too good to pass up. FF had incorrect RM version check, which Vert fixed a week ago Oh, you spoke to the man himself? Didn't see vert mention something like this anywhere. I assume he's still working on the next version which include the fix?
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