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SexLab Inflation Framework


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Posted

One thing I'd like to point out though is say I set the Right breast slider to 2.0 they'll both grow and then set the left breast slider to 2.0 as well, they'll grow even bigger.

Posted

One thing I'd like to point out though is say I set the Right breast slider to 2.0 they'll both grow and then set the left breast slider to 2.0 as well, they'll grow even bigger.

Yeah, since there is only one morph for both, I'm setting the average for each, so they are both growing/shrinking for half the value you set for either left or right.

Posted

im still confused on how to make mana tanks scale in real time, i fiddled with the increment preset, set the sliders to the max of 1.00, i even ticked the bodymorph settings in the config tab but all that did was make everyone's breasts the same size. am i doing something wrong? 

i really want mana tanks to make my breasts small at empty magika/stamina/ so i can see them grow as the bar fills! everything else works fine, but its just mana tanks that is confusing the hell out of me

Posted

Update 0.9.8f beta:

- fixed manually sorting actors may cause issues (just to be safe)

- updated Milk Mod Economoy patch for version 2016-09-02

 

im still confused on how to make mana tanks scale in real time, i fiddled with the increment preset, set the sliders to the max of 1.00, i even ticked the bodymorph settings in the config tab but all that did was make everyone's breasts the same size. am i doing something wrong? 

 

i really want mana tanks to make my breasts small at empty magika/stamina/ so i can see them grow as the bar fills! everything else works fine, but its just mana tanks that is confusing the hell out of me

Sorry, with so many mods scaling you at the same time, that's not an easy task, you want to try out the calculation type "substract and add 1" instead of "average"

Not even Mana Tanks has 0.0 as it's lowest value.

To be sure you only get the scaling, the mod is using, use inflation type "instant", I will add a inflation type per mod system in the future.

Posted

Update 0.9.9 beta:

- added development kit for SLIF

- added a per mod inflation type system (SLIF now requires SexLab version 1.62 or rather PapyrusUtil 3.3, which is only included in SexLab version 1.62, but not released yet)

- removed info translations for nodes (sorry about making you translate this, but they didn't really add any information, and at least less translations is good right?)

- refined SLIF_Main documentation

 

Pretty close to version 1.0.0, which I will declare stable and pretty much final feature-wise.

Posted

Update 0.9.9 beta:

- added development kit for SLIF

- added a per mod inflation type system (SLIF now requires SexLab version 1.62 or rather PapyrusUtil 3.3, which is only included in SexLab version 1.62, but not released yet)

- removed info translations for nodes (sorry about making you translate this, but they didn't really add any information, and at least less translations is good right?)

- refined SLIF_Main documentation

 

Pretty close to version 1.0.0, which I will declare stable and pretty much final feature-wise.

 

Hmm, im interested in trying to toy with the dev kit. what do you use for modding the code? Geck?

Posted

Hmm, im interested in trying to toy with the dev kit. what do you use for modding the code? Geck?

I use Notepad++ with Notepad++ Setup.

 

I also keep a separate folder, with all source scripts and an output folder, so I can make patches for mods I don't have installed and not mess up my game.

 

Added dev kit for spells and magic effects and renamed the dev kit to basic.

 

If you have any question about the functions or otherwise, feel free to ask me of course :)

Posted

 

I use Notepad++ with Notepad++ Setup.

 

I also keep a separate folder, with all source scripts and an output folder, so I can make patches for mods I don't have installed and not mess up my game.

 

Added dev kit for spells and magic effects and renamed the dev kit to basic.

 

If you have any question about the functions or otherwise, feel free to ask me of course :)

 

 

Woah, as a person whos never coded before ive got a few things to say:

 

1. I'm outta my league

2. I have no idea what im doing or where to get started

3. Changing variables requires finding them first

4. Coding does not come with training wheels

5. I'm SERIOUSLY out of my league

6. I cant find the spells, if i wanted to I'd have to swap out the SLIFMain.psc from 9.9 out with the devkits right?

 

When i get done with assignments ill have to do a bit of studying on how to get this to work.

Posted

Woah, as a person whos never coded before ive got a few things to say:

 

1. I'm outta my league

2. I have no idea what im doing or where to get started

3. Changing variables requires finding them first

4. Coding does not come with training wheels

5. I'm SERIOUSLY out of my league

6. I cant find the spells, if i wanted to I'd have to swap out the SLIFMain.psc from 9.9 out with the devkits right?

 

When i get done with assignments ill have to do a bit of studying on how to get this to work.

Well making a mod for SLIF, is probably not the best way to learn programming in Papyrus. I would recommend watching some tutorials on youtube or find some to read.

 

The spells and magic effects is more of an advanced type of deal, if you already know how to make spells and magic effects for skyrim and want to add scripts to them.

 

I highly recommend: Skyrim Creation Kit Scripting Series: Papyrus Tutorials

Posted

so what exactly is the per mod inflation and how would i modify that? i cant seem to find it in the mcm

The inflation type is now independent for each mod, for example you could set "Mana Tanks" to instant, while everything else stays incremental.

Setting the inflation type for "All Mods" will set the inflation type for, well, all mods.

Posted

Update 0.9.9a beta:

- fixed auto-sorting the mod-list, may cause the same issues as auto-sorting the actor-list

- updated Milk Mod Economy patch for version 2016-09-05

Posted

Update 0.9.9b beta:

- optimized manual actor sorting a bit

- fixed updating an actor may shrink bodyparts to 0

- fixed switching from NiO to Bodymorph not properly removing NodeTransforms

 

hi yer  having problem with ur mod and amputator framework with it not showing up in the mod list on the mcm I can remove the body parts but no way of s resecting them as it does not detect the mod

yeah, mods like amputator framework and devious devices integration are special cases, since they only hide nodes, they don't show up in my framework.

you have to reset them via the amputator framework.

that gave me an idea and i will add a feature, so you can show/hide nodes via my framework.

Posted

Update 0.9.9b beta:

- optimized manual actor sorting a bit

- fixed updating an actor may shrink bodyparts to 0

- fixed switching from NiO to Bodymorph not properly removing NodeTransforms

 

hi yer  having problem with ur mod and amputator framework with it not showing up in the mod list on the mcm I can remove the body parts but no way of s resecting them as it does not detect the mod

yeah, mods like amputator framework and devious devices integration are special cases, since they only hide nodes, they don't show up in my framework.

you have to reset them via the amputator framework.

that gave me an idea and i will add a feature, so you can show/hide nodes via my framework.

 

 

hi yes I get that know but the only way to fix it with ur patch installed was to unreisgeted the player to do it from ur mod which removes al;l the other mods as well

 

Posted

hi yes I get that know but the only way to fix it with ur patch installed was to unreisgeted the player to do it from ur mod which removes al;l the other mods as well

no, as I said, you have to un-hide them via the amputator framework, if there is no feature to un-hide them via the amputator framework, then it's not possible (at the moment) (except to unregister them via my mcm menu, but that should be the last option).

Posted

 

hi yes I get that know but the only way to fix it with ur patch installed was to unreisgeted the player to do it from ur mod which removes al;l the other mods as well

no, as I said, you have to un-hide them via the amputator framework, if there is no feature to un-hide them via the amputator framework, then it's not possible (except to unregister them via my mcm menu, but that should be the last option).

 

 

yer ur  patch does not work for  it    I had to remove ur patch to get the nodes to repaer when I removed it in amputator framework  there is  no option  to unhide it  seams like the script u changed in ur patch broke something

Posted

yer ur  patch does not work for  it    I had to remove ur patch to get the nodes to repaer when I removed it in amputator framework  there is  no option  to unhide it  seams like the script u changed in ur patch broke something

I just checked out, how amputator works, you have to remove the actor from the amputator list in the amputator mcm menu, that will un-hide all nodes.

Posted

 

yer ur  patch does not work for  it    I had to remove ur patch to get the nodes to repaer when I removed it in amputator framework  there is  no option  to unhide it  seams like the script u changed in ur patch broke something

I just checked out, how amputator works, you have to remove the actor from the amputator list in the menu, that will un-hide all nodes.

 

 

yes I did that and it did not work   I think the glitch has something to do with  this bit of code in ur patch changing something

Posted

yes I did that and it did not work   I think the glitch has something to do with  this bit of code in ur patch changing something

Quick video to show you, what I mean:

 

Posted

 

yes I did that and it did not work   I think the glitch has something to do with  this bit of code in ur patch changing something

Quick video to show you, what I mean:

 

 

 

tried that did not work with  ur patch installed

Posted

 

 

yes I did that and it did not work   I think the glitch has something to do with  this bit of code in ur patch changing something

Quick video to show you, what I mean:

 

 

 

tried that did not work with  ur patch installed

 

also  just found out  that with the patch on if u reloard a save  it adds the parts back in   the script u changed is broken

Posted

tried that did not work with  ur patch installed

also  just found out  that with the patch on if u reloard a save  it adds the parts back in   the script u changed is broken

I guarantee you, it's not the patch, I use the same patch, that's in the installer, myself.

Your Papyrus logs are filled with all sorts of errors.

 

Regarding Amputator Framework:

 

AmputatorConfig and AmputatorMainScript seem to cause errors in particular, which the patch doesn't even contain.

 

The patch only edits AmputatorMorphScript.

 

AmputatorConfig is probably the cause of this, since it bugs out after leaving the menu, before my functions are even called in the first place, ergo the nodes are not shown again.

Guest ffabris
Posted

/me hands qotsafan a large brandy ...

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