DoctaSax Posted January 17, 2015 Posted January 17, 2015 I'd sign up for that, but I'd expect quite a bit of complaining from players.
prideslayer Posted January 17, 2015 Author Posted January 17, 2015 I'm down with that as well. The fact that it doesn't do that (or nearly that) is fucking stupid. There's too much crapola left over in the engine from the last session when you load a save. If you're worried about players, put an INI setting to control it. I'm more than willing to change all my mods so that they require the setting be enabled.
DoctaSax Posted January 17, 2015 Posted January 17, 2015 Eh, complaining is one thing, but what I'd really be worried about is people mistaking it for a CTD, making bug reports. It should come with a message saying why it's shutting down.
prideslayer Posted January 17, 2015 Author Posted January 17, 2015 I don't think jaam means to restart the whole game, just the game engine -- which itself isn't actually started for the first time until just after you start or load a game. I could be mistaken.
Guest Posted January 17, 2015 Posted January 17, 2015 Well, when you start the game and you are at the main menu, MenuMode is already working and same for the hud components. Don't know for anything else. Except that the player takes some time before receiving its first (and last... ) skeleton
prideslayer Posted January 17, 2015 Author Posted January 17, 2015 True, but the player isn't created yet. Playerref is invalid until after you load/start a game. Same with any other persistent refs, etc.
prideslayer Posted January 17, 2015 Author Posted January 17, 2015 Really I think anything defined in a plugin is invalid until after a load/start, and even the player is defined in the fallout ESM -- not the EXE.
Guest Posted January 17, 2015 Posted January 17, 2015 GetModelPath returned good at the main menu. The IDs are loaded but not the refs?
prideslayer Posted January 17, 2015 Author Posted January 17, 2015 You probably did the naughty thing and said "player.getmodelpath" and not "playerREF.getmodelpath". They aren't the same, though the game does some work to try and make you think they are that it doesn't do with any other form/ref combo.
Guest Posted January 18, 2015 Posted January 18, 2015 just tried it in the main menu: Prid 14 GBO >>> 7 doesn't this mean that playerref exists and its an instance of player id?
prideslayer Posted January 18, 2015 Author Posted January 18, 2015 Did you quit first and try that from the main menu as the first thing? I've tried "playerref.(anything)" like GetAV or any of the NX functions. All of them result in an error that the ref is no good. If you just went back to the main menu after playing, that is too 'late'. Everything was loaded while you were playing and is still there, which is the problem.
Guest Posted January 18, 2015 Posted January 18, 2015 no I didn't go back in main menu, I tried that as first thing when I loaded the game (I'm not playing right now, just making tries). However there could be something that tells that 14 >>> 7 even if they are not loaded, since it is the only ID which acts like an alias.
prideslayer Posted January 18, 2015 Author Posted January 18, 2015 well "player.getAV Strength" for example works fine from the main menu on a clean start. "playerREF.getAV Strength" does not -- error. So the players base form is probably in the EXE, while the ref is in the ESM. Lord only knows WTF prid is doing when you give it the 14.
Guest Posted January 18, 2015 Posted January 18, 2015 Instead in console it works!!! It returns FIVE!!!!! Try it on main menu, "14".getav strenght By the way, 5 is the default value of Player as base ID. BUT... if you try "7".getav strenght, it won't work because it expects a ref and not a base ID...
jaam Posted January 18, 2015 Posted January 18, 2015 No I did mean actually closing down the engine and starting it over. During the loading phase there are so many memory structures created all over the memory than reverting them all properly would be next to impossible. In fact the engine does revert a lot itself while loading a different save, but only for forms that are officially marked as modified. So anything we modify that the engine should not be able to modify stays, and that's also true for anything the engine allows to modify but does not put into the save (like PlaceAtMe).
prideslayer Posted January 18, 2015 Author Posted January 18, 2015 Oh dear.. I don't think I could live with it in that case. Starting up from scratch is a sloooow process even with just TTW active. Put smalltalk (rather than smallertalk) into the mix and it takes a millenia. What's this about things marked modified? Can we expose a function for that, that scripts can call?
jaam Posted January 19, 2015 Posted January 19, 2015 Don't get your hopes up. Each Form type can support from one to 32 possible data that the engine will remember when modified. The only one they all share is the "record flags". For every other that is implemented, what to remember and what to restore is hardcoded. It would be faster to rewrite the routine to save each form so it saves the entirety of the form than to mess this process.
panthercom Posted January 24, 2015 Posted January 24, 2015 I've been trying this out, and have a few observations. It's causing some occasional delays when trying to draw a weapon, tabbing to look at the PipBoy and at the beginning of sex animations (player only) It might be causing a frame rate drop. AJ's aaPFE.esp mod is being affected (the mod that allows one of four facial expressions to be triggered) Basically, using PFE causes the character to become frozen in place, until the reset option is selected. I have NX15, latest NVSE and Sexout 2.8.89 AJ's control system is working as described, I played with modifying the areas of the torso. Aesthetically speaking, what look goods standing up doesn't translate so well when using poses or animations where the ass is concerned; it tends to flatten and look rather slab-like. I was able to mimic many of the popular body types, and create some that don't exist, which is really impressive. I'm looking forward to seeing how this develops. Thanks to everyone for all their hard work
prideslayer Posted January 24, 2015 Author Posted January 24, 2015 Panther, I should have another release out today. I've made some minor changes to the scripting, and AJ and I are aware of the 'lag' problem but haven't yet found a way to address it. For one reason or another when the script is actively applying morphs to the player, some odd things happen. You can't run diagonally, jumping just moves the char up/down without showing the jump animation, pipboy/weapon animation problems, etc. There's a 'safety check' in there before it decides to try the playidle and we're working on a list of things that it should check for. At present it's only checking that the player is in 3rd person, and that some other idle isn't already playing. Obviously that's not enough.
Guest Posted January 24, 2015 Posted January 24, 2015 I would like to add that if a pose seems strange, there's no solution in that and also it's a pretty common issue in my opinion. If it's what I think, it's something I see also in skyrim and the only solution (which is obviously a paradox) would be making the pose using a body which is already morphed in a specific way, and tweak the pose until it shows well. However if you'll have a minute it wouldn't be bad to see a random screenshot. The consequence that it freezes if you use a facial expression is very strange, I bet there's some weird incompatibility I can't think about right now ... About the frame rate drop, if you noticed... I bet you had it always in the same zones, don't you?
jerry05 Posted January 25, 2015 Posted January 25, 2015 your link for nvse extender is no good , and i can't seem to find it by searching .
panthercom Posted January 25, 2015 Posted January 25, 2015 I searched for it by entering loverslab nx15 in my search engine http://www.loverslab.com/files/file/553-nvse-extender-aka-nx/ NVSE is at silverlock.org
Guest Posted January 25, 2015 Posted January 25, 2015 your link for nvse extender is no good , and i can't seem to find it by searching . Could you show me that link so I can correct it? I can't seem to find it in the first page nor in the download page
prideslayer Posted January 25, 2015 Author Posted January 25, 2015 1.0.4 in OP - MCM debug mode option added. Enabling this will potentially be very spammy unless you adjust the intervals in MCM first! - Some reordering of functionality in main effect script. I have not added any more "ok to morph" checks yet, however, in my testing if you adjust the MCM values up towards the high end -- say 0.5s or longer, even 1s, the "interruptions" are basically elminiated. This comes at the cost of it taking longer for morph adjustments to show up on screen of course.
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