VirginMarie Posted July 19, 2016 Posted July 19, 2016 More testing and all was well so I've now released with this in as a soft dependancy. Fun fun We did find one thing but it's cosmetic. I mentioned above how I thought you had improved in .47 by adding more bits of the machine. Well those bits don't show up during my actual scenes, and I'd guess the difference is that by that point the cell has loaded more than once before placing your machine (just a guess as it's the only difference I can think of). To see what I mean you can see the missing parts in this pic If they won't show up, but you really want those bits, you can place your own stuff in CK in the general area where the bdod is supposed to go. I have to retract my theory... the last time I saw them show up, the cell had been loaded many times and was during a scene, so I don't see the pattern. But anyhow it's not urgent or that important, just letting you know. I'd not rush into any fix.
shadowolf95 Posted August 7, 2016 Posted August 7, 2016 So, it appears to work, but nothing's sticking. Like it can't find the file or something. In the beginning of slaverun where they take me down to the dungeon to be branded.. My character doesn't get in the machine herself, I need to force control of her. Once i'm in the machine it starts, and moves to the right location that's supposed to be branded (on the cheek) and makes the noise, and screams, then moves to the other side and does it, then I get out. But there's no branding, and it says something like Add failed: {"name" cock (rightcheek) section: slutmark} ... not exact but gets the point across. Any suggestions? I reloaded slavetats and the branding device mods with nothing working. EDIT: I'm not 100% sure what I did, but in the mod manager, nothing was showing up under slavetats, but now I get something for body, hands and feet options, but still no face. And the branding machine won't brand anything on my face still. Any suggestions on what mod is causing that/missing?
PubliusNV Posted August 8, 2016 Posted August 8, 2016 Facetats are disabled by default in Slavetats because of a ctd if a decapitation happens. There's an ini file you can change to allow them. Check the slavetats thread. I'm away from home right now, or I'd point you to the right file.
nooblet123 Posted August 8, 2016 Author Posted August 8, 2016 So, it appears to work, but nothing's sticking. Like it can't find the file or something. In the beginning of slaverun where they take me down to the dungeon to be branded.. My character doesn't get in the machine herself, I need to force control of her. Once i'm in the machine it starts, and moves to the right location that's supposed to be branded (on the cheek) and makes the noise, and screams, then moves to the other side and does it, then I get out. But there's no branding, and it says something like Add failed: {"name" cock (rightcheek) section: slutmark} ... not exact but gets the point across. Any suggestions? I reloaded slavetats and the branding device mods with nothing working. EDIT: I'm not 100% sure what I did, but in the mod manager, nothing was showing up under slavetats, but now I get something for body, hands and feet options, but still no face. And the branding machine won't brand anything on my face still. Any suggestions on what mod is causing that/missing? did you install "SlaveTats-slut" by murfk? slutmarks are not included in the main slavetats 1.2 d/l. also mod manager is inferior to mod organizer.
PubliusNV Posted August 8, 2016 Posted August 8, 2016 Now that I'm back home I can post the link. This post describes how to get face tats working.
bicobus Posted September 2, 2016 Posted September 2, 2016 Hello gents and gals, I'll be installing this mod of my next game. However I'm still unsure about what is really needed from Deadly Mutilations... Are the screams (Sound\FX\Screams) the only part of DM that is used? Do I need the scripts accompanying them at all? I try to reduce the amount of stuff put in Data\, it saves place on my hard drive Thanks for your attention.
VirginMarie Posted September 2, 2016 Posted September 2, 2016 Hello gents and gals, I'll be installing this mod of my next game. However I'm still unsure about what is really needed from Deadly Mutilations... Are the screams (Sound\FX\Screams) the only part of DM that is used? Do I need the scripts accompanying them at all? I try to reduce the amount of stuff put in Data\, it saves place on my hard drive Thanks for your attention. I do all my playing/testing, with no part of DM installed at all. DM gives you "extra" screams. Without it, you still have plenty of screams and everything works.
Saeros Posted September 3, 2016 Posted September 3, 2016 Hello gents and gals, I'll be installing this mod of my next game. However I'm still unsure about what is really needed from Deadly Mutilations... Are the screams (Sound\FX\Screams) the only part of DM that is used? Do I need the scripts accompanying them at all? I try to reduce the amount of stuff put in Data\, it saves place on my hard drive Thanks for your attention. I do all my playing/testing, with no part of DM installed at all. DM gives you "extra" screams. Without it, you still have plenty of screams and everything works. so, I have the same question of bicobus in mind (he preceded me ).. for BDoD is necessary only the folder sound from Deadly Mutilation mod? (if I understand correctly) no scripts and no textures at all? S.
Nazzzgul666 Posted September 3, 2016 Posted September 3, 2016 Hello gents and gals, I'll be installing this mod of my next game. However I'm still unsure about what is really needed from Deadly Mutilations... Are the screams (Sound\FX\Screams) the only part of DM that is used? Do I need the scripts accompanying them at all? I try to reduce the amount of stuff put in Data\, it saves place on my hard drive Thanks for your attention. I do all my playing/testing, with no part of DM installed at all. DM gives you "extra" screams. Without it, you still have plenty of screams and everything works. so, I have the same question of bicobus in mind (he preceded me ).. for BDoD is necessary only the folder sound from Deadly Mutilation mod? (if I understand correctly) no scripts and no textures at all? S. I never bothered to work through files, but it works fine with the .esp disabled, and since everything shows up even without installing BDoD, i think textures aren't touched either. But like mentioned above, you even have screams without BDoD, it's just using different ones. Imho both are fitting the scene pretty good.
Saeros Posted September 3, 2016 Posted September 3, 2016 Hello gents and gals, I'll be installing this mod of my next game. However I'm still unsure about what is really needed from Deadly Mutilations... Are the screams (Sound\FX\Screams) the only part of DM that is used? Do I need the scripts accompanying them at all? I try to reduce the amount of stuff put in Data\, it saves place on my hard drive Thanks for your attention. I do all my playing/testing, with no part of DM installed at all. DM gives you "extra" screams. Without it, you still have plenty of screams and everything works. so, I have the same question of bicobus in mind (he preceded me ).. for BDoD is necessary only the folder sound from Deadly Mutilation mod? (if I understand correctly) no scripts and no textures at all? S. I never bothered to work through files, but it works fine with the .esp disabled, and since everything shows up even without installing BDoD, i think textures aren't touched either. But like mentioned above, you even have screams without BDoD, it's just using different ones. Imho both are fitting the scene pretty good. ok thanks! I just say this, because I use Mod Organizer, and i like clean installation (I prefer in my Mod folders only the necessary files) now, I want to add the device on my new run with slaverun reloaded, and I did not want unnecessary things to avoid conflicts with other mods cheers! S.
Nazzzgul666 Posted September 3, 2016 Posted September 3, 2016 *snip* ok thanks! I just say this, because I use Mod Organizer, and i like clean installation (I prefer in my Mod folders only the necessary files) now, I want to add the device on my new run with slaverun reloaded, and I did not want unnecessary things to avoid conflicts with other mods cheers! S. I use Mo either, but just the other way around. I have pretty much everything "installed" (they aren't installed ingame when unchecked left side), and activate things i'd like to use. Btw about slaverun and device: Not sure about the alpha 2.0 version, but the old slaverun still uses the old version of the branding device which isn't compatible with Shout like a virgin and vice versa. Nothing too bad if you play slaverun with the new version, you just won't get put into the device, instead you'll see the dialogue and get teleported back, only a graphical problem. Kenjoka said he'll see into it, but i told him not to bother fixing things in old versions.... not sure if he changed it. If you want to see the device in action, i can recommend Shout like a virgin, it's a great mod and totally fine to play with slaverun, just be careful not to be in a scene when you don't report back there, that might break things because Nocturnal comes for you then.
VirginMarie Posted September 10, 2016 Posted September 10, 2016 This question has been asked re. version of Slave Tats to use. Can you clarifity? Does it matter?
bicobus Posted September 10, 2016 Posted September 10, 2016 Branding device use the SlaveTats.add_tattoo function, which hasn't changed between slavetats 1.1.1 and 1.2.1. So both are fine. The only problem mods have is with the simple_add_tattoo function, because it got new arguments in 1.2.1. For that reason, old scripts needed to simply be recompiled against the new version - no change needed.
spadgas Posted September 11, 2016 Posted September 11, 2016 *blush* being massively OCD, I ran tes5edit on this and I got this lot Removing: [NAVM:0010812F] (in GRUP Cell Temporary Children of [CELL:0001A280] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-3))Removing: [NAVM:00041B98] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2))Removing: [NAVM:0005156B] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2))Removing: [NAVM:00051574] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2))Removing: [NAVM:00051576] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2))Removing: [NAVM:000941DF] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2))Removing: [NAVM:000941E0] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2))Removing: [NAVM:00105318] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2))Removing: [NAVM:0010531A] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2))Removing: GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)Removing: WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)Removing: GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2)Removing: WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2)Removing: [NAVM:00037DE1] (in GRUP Cell Temporary Children of WhiterunPlainsDistrict01 [CELL:0001A278] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-3))Removing: [NAVM:00037DE2] (in GRUP Cell Temporary Children of WhiterunPlainsDistrict01 [CELL:0001A278] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-3))Removing: [NAVM:00039148] (in GRUP Cell Temporary Children of MarkarthMines [CELL:00020EED] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,0))Removing: [NAVM:00018A20] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0))Removing: [NAVM:00051518] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0))Removing: [NAVM:0010EC6B] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0))Removing: [NAVM:00018A1A] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1))Removing: [NAVM:00018A1B] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1))Removing: [NAVM:00018A1C] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1))Removing: [NAVM:0010EC6C] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Is it ok to clean these?and also this: [undeleting and Disabling References done] Processed Records: 371, Undeleted Records: 0, Elapsed Time: 00:00<Warning: Plugin contains 1 deleted NavMeshes which can not be undeleted> which last is very scary Also I get a lot of script clashes with 'violens' which I only installed because of stopping the head removal which apparently causes CTDs
nooblet123 Posted September 11, 2016 Author Posted September 11, 2016 *blush* being massively OCD, I ran tes5edit on this and I got this lot Removing: [NAVM:0010812F] (in GRUP Cell Temporary Children of [CELL:0001A280] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-3)) Removing: [NAVM:00041B98] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:0005156B] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:00051574] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:00051576] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:000941DF] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:000941E0] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:00105318] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:0010531A] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2) Removing: WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2) Removing: GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2) Removing: WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2) Removing: [NAVM:00037DE1] (in GRUP Cell Temporary Children of WhiterunPlainsDistrict01 [CELL:0001A278] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-3)) Removing: [NAVM:00037DE2] (in GRUP Cell Temporary Children of WhiterunPlainsDistrict01 [CELL:0001A278] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-3)) Removing: [NAVM:00039148] (in GRUP Cell Temporary Children of MarkarthMines [CELL:00020EED] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,0)) Removing: [NAVM:00018A20] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) Removing: [NAVM:00051518] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) Removing: [NAVM:0010EC6B] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) Removing: [NAVM:00018A1A] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Removing: [NAVM:00018A1B] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Removing: [NAVM:00018A1C] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Removing: [NAVM:0010EC6C] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Is it ok to clean these? and also this: [undeleting and Disabling References done] Processed Records: 371, Undeleted Records: 0, Elapsed Time: 00:00 <Warning: Plugin contains 1 deleted NavMeshes which can not be undeleted> which last is very scary Also I get a lot of script clashes with 'violens' which I only installed because of stopping the head removal which apparently causes CTDs if you clean those then npcs may try to walk through BDODs in markarth and whiterun and may get stuck link to "violens"?
nooblet123 Posted September 12, 2016 Author Posted September 12, 2016 ..... ...... There's a global variable in bdod that keeps track of how many times bdod was teleported, called xxbdod????something teleportcount. After you teleport the bdod in your mods I suggest you get that value and store it, then compare it when entering the cells where you use the bdod. If the value has changed that means another mod teleported it away and you need to teleport it back again lolz. GlobalVariable gtelecount=Game.GetFormFromFile(0x005987, "BrandingDeviceOfDoom.esp") As GlobalVariable
VirginMarie Posted September 12, 2016 Posted September 12, 2016 ..... ...... There's a global variable in bdod that keeps track of how many times bdod was teleported, called xxbdod????something teleportcount. After you teleport the bdod in your mods I suggest you get that value and store it, then compare it when entering the cells where you use the bdod. If the value has changed that means another mod teleported it away and you need to teleport it back again lolz. GlobalVariable gtelecount=Game.GetFormFromFile(0x005987, "BrandingDeviceOfDoom.esp") As GlobalVariable I'm placing this baby each use, regardless if it's already there or not. So I think it's already cool if say SlaveRun steals it away from me
spadgas Posted September 12, 2016 Posted September 12, 2016 *blush* being massively OCD, I ran tes5edit on this and I got this lot Removing: [NAVM:0010812F] (in GRUP Cell Temporary Children of [CELL:0001A280] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-3)) Removing: [NAVM:00041B98] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:0005156B] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:00051574] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:00051576] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:000941DF] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:000941E0] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:00105318] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:0010531A] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2) Removing: WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2) Removing: GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2) Removing: WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2) Removing: [NAVM:00037DE1] (in GRUP Cell Temporary Children of WhiterunPlainsDistrict01 [CELL:0001A278] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-3)) Removing: [NAVM:00037DE2] (in GRUP Cell Temporary Children of WhiterunPlainsDistrict01 [CELL:0001A278] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-3)) Removing: [NAVM:00039148] (in GRUP Cell Temporary Children of MarkarthMines [CELL:00020EED] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,0)) Removing: [NAVM:00018A20] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) Removing: [NAVM:00051518] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) Removing: [NAVM:0010EC6B] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) Removing: [NAVM:00018A1A] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Removing: [NAVM:00018A1B] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Removing: [NAVM:00018A1C] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Removing: [NAVM:0010EC6C] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Is it ok to clean these? and also this: [undeleting and Disabling References done] Processed Records: 371, Undeleted Records: 0, Elapsed Time: 00:00 <Warning: Plugin contains 1 deleted NavMeshes which can not be undeleted> which last is very scary Also I get a lot of script clashes with 'violens' which I only installed because of stopping the head removal which apparently causes CTDs if you clean those then npcs may try to walk through BDODs in markarth and whiterun and may get stuck link to "violens"? I thought identical to master was a bad thing. Though I don't think I have any other mods that affect markarth, but wouldn't these make the other mods do funky things? Also, I don't think the script conflicts are just with violens. I poked around a bit more and found jaxonz positioner (http://www.nexusmods.com/skyrim/mods/52583/?) also uses exactly the same scripts
WaxenFigure Posted September 12, 2016 Posted September 12, 2016 *blush* being massively OCD, I ran tes5edit on this and I got this lot Removing: [NAVM:0010812F] (in GRUP Cell Temporary Children of [CELL:0001A280] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-3)) Removing: [NAVM:00041B98] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:0005156B] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:00051574] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:00051576] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:000941DF] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:000941E0] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:00105318] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:0010531A] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2) Removing: WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2) Removing: GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2) Removing: WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2) Removing: [NAVM:00037DE1] (in GRUP Cell Temporary Children of WhiterunPlainsDistrict01 [CELL:0001A278] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-3)) Removing: [NAVM:00037DE2] (in GRUP Cell Temporary Children of WhiterunPlainsDistrict01 [CELL:0001A278] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-3)) Removing: [NAVM:00039148] (in GRUP Cell Temporary Children of MarkarthMines [CELL:00020EED] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,0)) Removing: [NAVM:00018A20] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) Removing: [NAVM:00051518] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) Removing: [NAVM:0010EC6B] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) Removing: [NAVM:00018A1A] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Removing: [NAVM:00018A1B] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Removing: [NAVM:00018A1C] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Removing: [NAVM:0010EC6C] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Is it ok to clean these? and also this: [undeleting and Disabling References done] Processed Records: 371, Undeleted Records: 0, Elapsed Time: 00:00 <Warning: Plugin contains 1 deleted NavMeshes which can not be undeleted> which last is very scary Also I get a lot of script clashes with 'violens' which I only installed because of stopping the head removal which apparently causes CTDs if you clean those then npcs may try to walk through BDODs in markarth and whiterun and may get stuck link to "violens"? I thought identical to master was a bad thing. Though I don't think I have any other mods that affect markarth, but wouldn't these make the other mods do funky things? Also, I don't think the script conflicts are just with violens. I poked around a bit more and found jaxonz positioner (http://www.nexusmods.com/skyrim/mods/52583/?) also uses exactly the same scripts Identical To Master (ITM) records are at best unnecessary clutter in a mod but can also cause a record in a mod that changes that record to be reverted to the original record. There are a FEW cases where it can be necessary (where a modded version of a record is likely to break a mod) but almost all ITM records are mistakes that should be removed.
nooblet123 Posted September 13, 2016 Author Posted September 13, 2016 *blush* being massively OCD, I ran tes5edit on this and I got this lot Removing: [NAVM:0010812F] (in GRUP Cell Temporary Children of [CELL:0001A280] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-3)) Removing: [NAVM:00041B98] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:0005156B] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:00051574] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:00051576] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:000941DF] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:000941E0] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:00105318] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:0010531A] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2) Removing: WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2) Removing: GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2) Removing: WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2) Removing: [NAVM:00037DE1] (in GRUP Cell Temporary Children of WhiterunPlainsDistrict01 [CELL:0001A278] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-3)) Removing: [NAVM:00037DE2] (in GRUP Cell Temporary Children of WhiterunPlainsDistrict01 [CELL:0001A278] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-3)) Removing: [NAVM:00039148] (in GRUP Cell Temporary Children of MarkarthMines [CELL:00020EED] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,0)) Removing: [NAVM:00018A20] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) Removing: [NAVM:00051518] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) Removing: [NAVM:0010EC6B] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) Removing: [NAVM:00018A1A] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Removing: [NAVM:00018A1B] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Removing: [NAVM:00018A1C] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Removing: [NAVM:0010EC6C] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Is it ok to clean these? and also this: [undeleting and Disabling References done] Processed Records: 371, Undeleted Records: 0, Elapsed Time: 00:00 <Warning: Plugin contains 1 deleted NavMeshes which can not be undeleted> which last is very scary Also I get a lot of script clashes with 'violens' which I only installed because of stopping the head removal which apparently causes CTDs if you clean those then npcs may try to walk through BDODs in markarth and whiterun and may get stuck link to "violens"? I thought identical to master was a bad thing. Though I don't think I have any other mods that affect markarth, but wouldn't these make the other mods do funky things? Also, I don't think the script conflicts are just with violens. I poked around a bit more and found jaxonz positioner (http://www.nexusmods.com/skyrim/mods/52583/?) also uses exactly the same scripts it's a changed navmesh, not an object/item, which controls npcs pathfinding (tells them where they can and can't go) uilib_1.pex from BDOD is a SkyUI (uilib) menu script which you can replace with the latest version i guess
spadgas Posted September 13, 2016 Posted September 13, 2016 *blush* being massively OCD, I ran tes5edit on this and I got this lot Removing: [NAVM:0010812F] (in GRUP Cell Temporary Children of [CELL:0001A280] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-3)) Removing: [NAVM:00041B98] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:0005156B] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:00051574] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:00051576] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:000941DF] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:000941E0] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:00105318] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: [NAVM:0010531A] (in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Removing: GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2) Removing: WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2) Removing: GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2) Removing: WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2) Removing: [NAVM:00037DE1] (in GRUP Cell Temporary Children of WhiterunPlainsDistrict01 [CELL:0001A278] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-3)) Removing: [NAVM:00037DE2] (in GRUP Cell Temporary Children of WhiterunPlainsDistrict01 [CELL:0001A278] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-3)) Removing: [NAVM:00039148] (in GRUP Cell Temporary Children of MarkarthMines [CELL:00020EED] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,0)) Removing: [NAVM:00018A20] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) Removing: [NAVM:00051518] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) Removing: [NAVM:0010EC6B] (in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) Removing: [NAVM:00018A1A] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Removing: [NAVM:00018A1B] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Removing: [NAVM:00018A1C] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Removing: [NAVM:0010EC6C] (in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) Is it ok to clean these? and also this: [undeleting and Disabling References done] Processed Records: 371, Undeleted Records: 0, Elapsed Time: 00:00 <Warning: Plugin contains 1 deleted NavMeshes which can not be undeleted> which last is very scary Also I get a lot of script clashes with 'violens' which I only installed because of stopping the head removal which apparently causes CTDs if you clean those then npcs may try to walk through BDODs in markarth and whiterun and may get stuck link to "violens"? I thought identical to master was a bad thing. Though I don't think I have any other mods that affect markarth, but wouldn't these make the other mods do funky things? Also, I don't think the script conflicts are just with violens. I poked around a bit more and found jaxonz positioner (http://www.nexusmods.com/skyrim/mods/52583/?) also uses exactly the same scripts it's a changed navmesh, not an object/item, which controls npcs pathfinding (tells them where they can and can't go) uilib_1.pex from BDOD is a SkyUI (uilib) menu script which you can replace with the latest version i guess Oh, so I should download skyuilib and stick that at the end of all the other mods so I don't need to worry much about order of the other ones? That'd be great. Thank you. Sorry, I can be a bit ditzy at times.
VirginMarie Posted November 7, 2016 Posted November 7, 2016 There's a dialogue feature, that appears on NPCs, something about placing them into the device. I think it might be a known issue, that with current version this is no longer working? I've seen this occur in Markarth. Either way that's not exactly my problem.... My problem... If that dialogue is used on a critical Shout Like a Virgin NPC, it freezes them. I think it's overriding their AI Package. So the NPC stays stuck, and then the mod's quest will be broken, unable to proceed when the NPC later becomes needed. I've found no way to work around it. User must load to a previous save. And very hard to know what's gone wrong. Using console command EVP or ResetAI both have no effect. So I badly need to find a way to fix. I think the fix needs to be done in this mod, unless you have any suggestion on what I could do. EDIT: I've found a workaround. Looked at your dialogue. There's 2 conditions 1) has to be within certain distance of the device 2) has to be wearing something with the zaz keyword wornDevice Made it so no NPCs wear such device. For my mod at least, this will prevent the problem in my next release.
nooblet123 Posted December 29, 2016 Author Posted December 29, 2016 There's a dialogue feature, that appears on NPCs, something about placing them into the device. I think it might be a known issue, that with current version this is no longer working? I've seen this occur in Markarth. Either way that's not exactly my problem.... My problem... If that dialogue is used on a critical Shout Like a Virgin NPC, it freezes them. I think it's overriding their AI Package. So the NPC stays stuck, and then the mod's quest will be broken, unable to proceed when the NPC later becomes needed. I've found no way to work around it. User must load to a previous save. And very hard to know what's gone wrong. Using console command EVP or ResetAI both have no effect. So I badly need to find a way to fix. I think the fix needs to be done in this mod, unless you have any suggestion on what I could do. EDIT: I've found a workaround. Looked at your dialogue. There's 2 conditions 1) has to be within certain distance of the device 2) has to be wearing something with the zaz keyword wornDevice Made it so no NPCs wear such device. For my mod at least, this will prevent the problem in my next release. I added a global, xxBDODxDisableDialogue xx006f59, (set it to 1 to disable the dialogue) which gets rid of that pesky dialogue so you can equip those glorious ZAZ items! ................................................................................................................................................................. You can now paste this garbage into your code, which you will rip off Kenjoka's or VirginMarie's code here http://www.loverslab.com/files/file/2338-slaverun-reloaded-10sep-2016/ or here http://www.loverslab.com/files/file/2928-shout-like-a-virgin/ function SetModeAndCoords(int mode, float xlength = 0.0, float xheight = 0.0 , float xheightadj = 0.0, float xangle = 0.0) GlobalVariable gmode= Game.GetFormFromFile(0x00006F5B, "BrandingDeviceOfDoom.esp") As GlobalVariable gmode.setvalue(mode) GlobalVariable glen= Game.GetFormFromFile(0x000043b6, "BrandingDeviceOfDoom.esp") As GlobalVariable GlobalVariable gheight= Game.GetFormFromFile(0x000043b7, "BrandingDeviceOfDoom.esp") As GlobalVariable GlobalVariable gheightadj= Game.GetFormFromFile(0x000043b8, "BrandingDeviceOfDoom.esp") As GlobalVariable GlobalVariable gangle= Game.GetFormFromFile(0x000043ba, "BrandingDeviceOfDoom.esp") As GlobalVariable glen.setvalue(xlength) gheight.setvalue(xheight) gheightadj.setvalue(xheightadj) gangle.setvalue(xangle) endfunction and then you can use different modes/device attachments (currently 0,1,2) and move the device to any location on the body like brandexternalsetname("Tramp (left breast)","General") SetModeAndCoords(0, 58, 97,160, 0.0) brandexternal(-1) 0 means use the branding iron attachment 58 - distance to/from the body .......\ 97 - height...................................... - these 3 you find by trial and error in test mode where you try to stick a hot iron into NPC body 160- angle of rotation...................../ .........................parts by guessing numbers 0.0 - adjusted height (use the same number you used when skyrim teleported the device into mid-air or underground to put it at ground level..... maybe??)
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