CGi Posted July 6, 2018 Posted July 6, 2018 27 minutes ago, Krynn said: I would never ask for anything! You barely press the thumbs up button either. ^^So shut up and take my crap! 1
Krynn Posted July 6, 2018 Posted July 6, 2018 10 minutes ago, CGi said: You barely press the thumbs up button either. ^^So shut up and take my crap!   Wenns denn unbedingt sein muss... Daumen nach oben! ^^  Thank you very much, Grandmasta CGI!  Â
CGi Posted July 6, 2018 Posted July 6, 2018 17 minutes ago, Krynn said: Wenns denn unbedingt sein muss... Daumen nach oben! ^^ Muss sein. ^^ Meine Motivation is nicht grenzenlos und Übersetzungen nicht so einfach zu erstellen, wenn man English als Basissprache hat, daher hilft auch sowas. 2
crococat Posted July 6, 2018 Posted July 6, 2018 i have strange thing. mod was ok, both 1.9 and 2.0. now i start a new game and cant disable equiping devices after sex event. putting chance to 0 does not work, still have it 100%. i did not reinstall mod, just start new game with earlier installed and good worked mod. cant imagine were is problem.
donttouchmethere Posted July 6, 2018 Posted July 6, 2018 6 minutes ago, crococat said: i have strange thing. mod was ok, both 1.9 and 2.0. now i start a new game and cant disable equiping devices after sex event. putting chance to 0 does not work, still have it 100%. i did not reinstall mod, just start new game with earlier installed and good worked mod. cant imagine were is problem. just to be sure that the DD equipping is from NDUN: do you use DEC with NDUN? or any other mod that adds DDs after rape?
galahad_69 Posted July 6, 2018 Author Posted July 6, 2018 5 hours ago, CGi said: Naked Dungeons V2.0 - Cleaned, USLEEP Patched and Localized  Wow thanks! I'll use this format for the hotfixed version. I hope the name of the archive file doesn't need to follow some strict convention.  I had very little time, but I'm almost finished with the hotfix. Fixed the "mod not registering without save and reload" error (turned out that I was being an idiot when I hastily implemented the dhlpSuspend mechanism, hijacked the OnInit() event and forgot to call the parent function, lol). BTW, what's the matter with the USLEEP? The mod wasn't dependent on it as far as I know.
galahad_69 Posted July 6, 2018 Author Posted July 6, 2018 1 hour ago, donttouchmethere said: just to be sure that the DD equipping is from NDUN: do you use DEC with NDUN? or any other mod that adds DDs after rape? I'm gonna check it again before I upload the hotfix.
CGi Posted July 6, 2018 Posted July 6, 2018 35 minutes ago, galahad_69 said: Wow thanks! I'll use this format for the hotfixed version. I hope the name of the archive file doesn't need to follow some strict convention. Â I had very little time, but I'm almost finished with the hotfix. Fixed the "mod not registering without save and reload" error (turned out that I was being an idiot when I hastily implemented the dhlpSuspend mechanism, hijacked the OnInit() event and forgot to call the parent function, lol). BTW, what's the matter with the USLEEP? The mod wasn't dependent on it as far as I know. The name of the archive has no impact. i added USLEEP fixes so your mod no longer overwrites them and it's still not depending on it. it's mostly wrong accoustic spaces and location data.
crococat Posted July 6, 2018 Posted July 6, 2018 3 hours ago, donttouchmethere said: just to be sure that the DD equipping is from NDUN: do you use DEC with NDUN? or any other mod that adds DDs after rape? i have other mods, but i am sure it is this mod, it is after only ND events and devices are always same similiar to mod mechanic. in DEC items are disabled and not equipped in its own events or events from other mods. now i have disabled all options and types on ND devices page, but they still are 100% equipped and only after this mod events. all what i did before starting new game was deleting ME, POP and some small mods. will try reinstall ND and start again.Â
donttouchmethere Posted July 6, 2018 Posted July 6, 2018 24 minutes ago, crococat said: i have other mods, but i am sure it is this mod, it is after only ND events and devices are always same similiar to mod mechanic. in DEC items are disabled and not equipped in its own events or events from other mods. now i have disabled all options and types on ND devices page, but they still are 100% equipped and only after this mod events. all what i did before starting new game was deleting ME, POP and some small mods. will try reinstall ND and start again. or you just found a bug^^ lets test
galahad_69 Posted July 6, 2018 Author Posted July 6, 2018 35 minutes ago, donttouchmethere said: or you just found a bug^^ lets test Yeah, but please test the hotfixed version I've just sent over to you in a PM, not the original one. 2 hours ago, CGi said: i added USLEEP fixes so your mod no longer overwrites them and it's still not depending on it. it's mostly wrong accoustic spaces and location data. Have you got a how-to-do list of them? Because the version you modified is no longer the latest one. So unless you want to do the whole cleaning again I'll have to do it myself before I upload the fixed version. Also, please don't upload modifications of the mod here in the forum, send them to me in a PM instead so I can upload them to the normal download place. Things will become pretty confusing soon otherwise.
CGi Posted July 6, 2018 Posted July 6, 2018 1 hour ago, galahad_69 said: Have you got a how-to-do list of them? Because the version you modified is no longer the latest one. So unless you want to do the whole cleaning again I'll have to do it myself before I upload the fixed version. Also, please don't upload modifications of the mod here in the forum, send them to me in a PM instead so I can upload them to the normal download place. Things will become pretty confusing soon otherwise. A how-to? No, but i can redo it all again. Will have to edit the plugin anway unless you create the localized version yourself. if you do, don't forget to add dummies for all other languages. ^^
galahad_69 Posted July 6, 2018 Author Posted July 6, 2018 Just now, CGi said: A how-to? No, but i can redo it all again. Will have to edit the plugin anway unless you create the localized version yourself. if you do, don't forget to add dummies for all other languages. ^^ Okay, it's even better if I don't have to do it myself, thanks a lot. I'll send you the fixed version in the simple (manual install) format once I make sure it realIy deserves the "hotfixed" suffix. ? The MCM and the ingame dialogue lines won't change, only a few scripts and properties.
CGi Posted July 6, 2018 Posted July 6, 2018 43 minutes ago, galahad_69 said: Okay, it's even better if I don't have to do it myself, thanks a lot. I'll send you the fixed version in the simple (manual install) format once I make sure it realIy deserves the "hotfixed" suffix. ? The MCM and the ingame dialogue lines won't change, only a few scripts and properties. Sure thing.
jazzumness Posted July 8, 2018 Posted July 8, 2018 Disguise isn't working for me, I am have tried putting on fur and studded armor while sneaking which causes the debug message to say I am now disguised. Yet bandits still attack me even without equipping my weapon
Guest Posted July 8, 2018 Posted July 8, 2018 I have a follower overhaul mod (Extensive Follower Overhaul). Is there any chance that is what is keeping my followers from getting their gear back? Is there any way to resolve it other than to get rid of it? I really like your mod and it, but I can't keep remaking armor after every instance.
galahad_69 Posted July 8, 2018 Author Posted July 8, 2018 3 hours ago, jazzumness said: Disguise isn't working for me, I am have tried putting on fur and studded armor while sneaking which causes the debug message to say I am now disguised. Yet bandits still attack me even without equipping my weapon Does it happen only with bandits, or any other faction (warlocks/necromancers, forsworn, etc) you should be able to disguise as?
galahad_69 Posted July 8, 2018 Author Posted July 8, 2018 1 hour ago, delpi said: I have a follower overhaul mod (Extensive Follower Overhaul). Is there any chance that is what is keeping my followers from getting their gear back? Is there any way to resolve it other than to get rid of it? I really like your mod and it, but I can't keep remaking armor after every instance. I'm not familiar with that mod so I cannot tell for sure. I did everything I could to make the mod follower friendly, so yes, there is a chance that it will work without problems. You'll have to give it a try. If your follower is not given back their equipment when you finish the equipment retrieval quest, you can still set the "Follower strip chance" variable to zero to prevent it from happening again.
CGi Posted July 8, 2018 Posted July 8, 2018 1 hour ago, galahad_69 said: Does it happen only with bandits, or any other faction (warlocks/necromancers, forsworn, etc) you should be able to disguise as? 56 minutes ago, galahad_69 said: I'm not familiar with that mod so I cannot tell for sure. I did everything I could to make the mod follower friendly, so yes, there is a chance that it will work without problems. You'll have to give it a try. If your follower is not given back their equipment when you finish the equipment retrieval quest, you can still set the "Follower strip chance" variable to zero to prevent it from happening again. EFF is fully vanilla friendly and recognizes all vanilla calls so unless NDun is coded to handle the additional ones, those'll very likely not be recognized means they shouldn't be undressed either. My guess is that something else is off.
Guest Posted July 8, 2018 Posted July 8, 2018 2 hours ago, CGi said: EFF is fully vanilla friendly and recognizes all vanilla calls so unless NDun is coded to handle the additional ones, those'll very likely not be recognized means they shouldn't be undressed either. My guess is that something else is off.  When you say 'something else if off', what do you mean by that? You are thinking some other mod is interfering?  Also, I have the follower strip chance set at 0% but they still were. I have two followers. One is from custom mod but other is lydia. She should be very standard. Â
galahad_69 Posted July 8, 2018 Author Posted July 8, 2018 3 hours ago, CGi said: EFF is fully vanilla friendly and recognizes all vanilla calls so unless NDun is coded to handle the additional ones, those'll very likely not be recognized means they shouldn't be undressed either. My guess is that something else is off. The two posts you quoted are unrelated. The first one has nothing to do with followers. Â ND recognizes an NPC as a follower if he/she is a member of either of the PlayerFollowerFaction, CurrentFollowerFaction or CurrentHireling. If a custom follower added by a follower mod is not a member of either of the above, then the "Follower strip chance" variable has no effect on him/her. Those kind of followers can still get stripped by the dungeon traps, but not because they are followers, but simply because that they are just another living NPCÂ inside the dungeon (but this leaves no chance for ND to give their gear back). Â If this is the case, then currently there is only one method you can try: adding the follower in question to one of the above factions using the console. I know of at least one case (it was about a year ago) in which it helped. But if it breaks something in the custom behaviour of the modded follower, then we can say that the current version of ND is incompatible with that particular follower mod and it will stay that way unless I find a way (a Papyrus function, not a CK conditional)Â to recognize vanilla and custom followers alike.
CGi Posted July 8, 2018 Posted July 8, 2018 17 minutes ago, galahad_69 said: ND recognizes an NPC as a follower if he/she is a member of either of the PlayerFollowerFaction, CurrentFollowerFaction or CurrentHireling. So that's how you do it. This negates what i wrote. i never thought i would see (multi) follower support being implemented like this.
galahad_69 Posted July 8, 2018 Author Posted July 8, 2018 16 minutes ago, CGi said: So that's how you do it. This negates what i wrote. i never thought i would see (multi) follower support being implemented like this. Well, it was years ago. As there have been virtually no complaints about followers ever since (except for that one case I mentioned earlier, and even that one was solved by the user himself using a console command), and I don't use followers very often myself, let alone custom ones, I didn't bother to rewrite the code.  But if you know of a better Papyrus function to tell whether an Actor is a follower, I'd be more than happy to update the mod.
CGi Posted July 8, 2018 Posted July 8, 2018 3 hours ago, galahad_69 said: Well, it was years ago. As there have been virtually no complaints about followers ever since (except for that one case I mentioned earlier, and even that one was solved by the user himself using a console command), and I don't use followers very often myself, let alone custom ones, I didn't bother to rewrite the code.  But if you know of a better Papyrus function to tell whether an Actor is a follower, I'd be more than happy to update the mod. For only scanning if an actor is a follower that's okay but to handle them, you would have to support each follower framework directly or only care about follower #1. Pretty much the way Devious Follower does it. Starting to handle multiple followers will just turn into a mess and lots of requests and bug reports.
galahad_69 Posted July 8, 2018 Author Posted July 8, 2018 1 hour ago, CGi said: For only scanning if an actor is a follower that's okay but to handle them, you would have to support each follower framework directly or only care about follower #1. Pretty much the way Devious Follower does it. Starting to handle multiple followers will just turn into a mess and lots of requests and bug reports. True, but that doesn't change the fact that there must be a way to detect whether an NPC is a follower or not. And in the reported case the problem wasn't the number of followers, it was that apparently none of them was a member of any of the follower factions (otherwise they wouldn't have been stripped at 0% follower strip chance). So only caring about follower #1 wouldn't do any good in this case, as the mod couldn't have recognized even that one as a follower without the appropriate faction membership.
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