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The Manipulator


Guest ffabris

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Guest ffabris
Posted

You shouldn't need to install any of the animation stuff, since Manipulator doesn't use it. It just needs to access the code/factions to set gender preference, etc. Nonetheless, it can't hurt to try.

Posted

So, I've played for more than an hour, tested another MCM mod, but manipulator repuses to appear (I know it's "Manipulator" only". I haven't installed the SLA meshes folder. I guess I'll have to try >___<

Guest ffabris
Posted

So, I've played for more than an hour, tested another MCM mod, but manipulator repuses to appear (I know it's "Manipulator" only". I haven't installed the SLA meshes folder. I guess I'll have to try >___<

 

All I can say is that it appears to have worked for a previous user of this mod. :-|

 

At worst, I'll just mark it as required again - because the ability to set base, SL and SLA values one one of the reasons for the creation of the mod in the first place.

 

Posted

ffabris,

Just popped in to inform you of the splendid work your man Halof from SMC is doing. I'm using TDFPP and have him working for me. He's done such splendid work I promoted him to work Dragonsreach. Came back a few Skyrim days later and he's netted over 13k. The guy's an absolute trouper. :)

Guest ffabris
Posted

Hahaha... excellent!  :D

Guest ffabris
Posted

@RaulCuevas: Try the attached, see if it works for you with SLA not installed.

Posted

@RaulCuevas: Try the attached, see if it works for you with SLA not installed.

 

It worked perfectly! The MCM was detected upon seconds of loading without the need to even install SLA. You should include this in your download page for the people that don't want top use SLA. Thanks!

 

Now, I have some points to report:

 

- IDK is this is in my end, but after a quick testing, it seems the option to make NPCs essential won¡t work on non-uniques. I made Ulfbert and Adrienne essential succesfully, but it didn't work on random Whiterun guards. Not really an issue, but it got my attention.

 

- The remove bounty feature doesn't seem to work. In Whiterun, it wouldn't clear my bounty while I was being there. Later, in Windhelm, I used the command, it cleared my bounty in the stats menu, but then I traveled back to Whiterun and all the guards were berserk against me, even without bounty xD. They would only cease their attacks using "paycrimegold" in the console.

 

- Is there a way to open the full storage window, and not separate parts of it like armor, clothing, food, etc? It's very nice to have the filter, but sometimes it would be more helpful to have the full menu at your disposal.

 

- Also, I guess Harem isn't available in this version due the lack of the SLA plugin?

 

Thanks again!

Guest ffabris
Posted

It worked perfectly! The MCM was detected upon seconds of loading without the need to even install SLA. You should include this in your download page for the people that don't want top use SLA. Thanks!

\o/ OK, I did that very quickly so i'll check the code, then do the same for SexLab and upload as a new version.

 

- IDK is this is in my end, but after a quick testing, it seems the option to make NPCs essential won¡t work on non-uniques. I made Ulfbert and Adrienne essential succesfully, but it didn't work on random Whiterun guards. Not really an issue, but it got my attention.

That's expected. Levelled NPCs also won't retain relationship rank.

 

- The remove bounty feature doesn't seem to work. In Whiterun, it wouldn't clear my bounty while I was being there. Later, in Windhelm, I used the command, it cleared my bounty in the stats menu, but then I traveled back to Whiterun and all the guards were berserk against me, even without bounty xD. They would only cease their attacks using "paycrimegold" in the console.

Hmmm... That's one I may just yank, because I have no idea what I might be doing wrong. :-|

 

- Is there a way to open the full storage window, and not separate parts of it like armor, clothing, food, etc? It's very nice to have the filter, but sometimes it would be more helpful to have the full menu at your disposal.

No, since filters aren't used, it is actually separate containers for each type of item.

Added: if you're curious, coc aaaManipulatorCell

 

- Also, I guess Harem isn't available in this version due the lack of the SLA plugin?

Should work, once you place the markers. You need to indicate where harem members have home/sleep before you can add any.

 

Posted

Thanks you for your time. I'm currently testing mods for a new playthrough, so I guess I'll wait for that new version bofore I start :)

Anyway, about the bounty issue... maybe it have to do with the wonky way the engine manages this mechanic rather than an issue with your mod. I've sometimes gotten vanilla issues where, even though you have no bounty, guards attack you and you have to use "paycrimegold" to make them unaggresive, even if it discounts no money off your character.

 

It's a rare bug, but I've gotten it through the use of other mods. For example, when using Sexlab Paysexcrime (old version, haven't tested the issuea with the new one) sometimes a guard will get aggresive just before you get the "arrangment" with the one you'll have sex with; so, your bounty gets cleared but the other guard will start attacking you (while having sex xD), and afterwards you have to usea "paycrimegold" even without bounty.

 

I hope this info helps you in any way.

 

Edit: Just realized you already uploaded the new version :P

Guest ffabris
Posted

Anyway, about the bounty issue... maybe it have to do with the wonky way the engine manages this mechanic rather than an issue with your mod. I've sometimes gotten vanilla issues where, even though you have no bounty, guards attack you and you have to use "paycrimegold" to make them unaggresive, even if it discounts no money off your character.

 

It's a rare bug, but I've gotten it through the use of other mods. For example, when using Sexlab Paysexcrime (old version, haven't tested the issuea with the new one) sometimes a guard will get aggresive just before you get the "arrangment" with the one you'll have sex with; so, your bounty gets cleared but the other guard will start attacking you (while having sex xD), and afterwards you have to usea "paycrimegold" even without bounty.

 

Hum, might be the same as when groups you're meant to be helping suddenly turn aggressive. I had that with the skaals. I solved it by leaving the area then waiting 24hrs.

 

Anyway, I wasn't happy with it already, so I felt it safer to just remove it.

 

Edit: Just realized you already uploaded the new version :P

:D

Posted

This mod is awesome! What about adding a resurrect option for dead NPCs? I mean there already is a KILL function right.

Thanks for the mod!

Guest ffabris
Posted

This mod is awesome! What about adding a resurrect option for dead NPCs? I mean there already is a KILL function right.

Thanks for the mod!

 

Not sure that corpses would register as actors under the crosshair.

 

Posted

 

This mod is awesome! What about adding a resurrect option for dead NPCs? I mean there already is a KILL function right.

Thanks for the mod!

 

Not sure that corpses would register as actors under the crosshair.

 

 

 

Well, I managed to make a dead woman essential while dead with Manipulator, then I necro'd her with Defeat and she stayed alive after the animation, so it might work.

Guest ffabris
Posted

 

 

This mod is awesome! What about adding a resurrect option for dead NPCs? I mean there already is a KILL function right.

Thanks for the mod!

 

Not sure that corpses would register as actors under the crosshair.

 

 

 

Well, I managed to make a dead woman essential while dead with Manipulator, then I necro'd her with Defeat and she stayed alive after the animation, so it might work.

 

 

I had a look at the code... it already allows for resurrecting dead NPCs.

temp = theActor.IsDead() as int
if(temp)
       AddTextOptionST("OIC_Kill", "Resurrect NPC", "Resurrect")
Else
       AddTextOptionST("OIC_Kill", "Kill NPC", "Kill")
EndIf

So it is up to the game engine whether it recognizes a dead actor as a valid one in this:

Event OnCrosshairRefChange(ObjectReference ref)
    theActor = ref as Actor
EndEvent

 

 

 

 

Posted

 

 

 

This mod is awesome! What about adding a resurrect option for dead NPCs? I mean there already is a KILL function right.

Thanks for the mod!

 

Not sure that corpses would register as actors under the crosshair.

 

 

 

Well, I managed to make a dead woman essential while dead with Manipulator, then I necro'd her with Defeat and she stayed alive after the animation, so it might work.

 

 

I had a look at the code... it already allows for resurrecting dead NPCs.

temp = theActor.IsDead() as int
if(temp)
       AddTextOptionST("OIC_Kill", "Resurrect NPC", "Resurrect")
Else
       AddTextOptionST("OIC_Kill", "Kill NPC", "Kill")
EndIf

So it is up to the game engine whether it recognizes a dead actor as a valid one in this:

Event OnCrosshairRefChange(ObjectReference ref)
    theActor = ref as Actor
EndEvent

 

Nice, I'll check it out!

 

Posted

 

 

This mod is awesome! What about adding a resurrect option for dead NPCs? I mean there already is a KILL function right.

Thanks for the mod!

 

Not sure that corpses would register as actors under the crosshair.

 

 

 

Well, I managed to make a dead woman essential while dead with Manipulator, then I necro'd her with Defeat and she stayed alive after the animation, so it might work.

 

 

'then I necro'd her' - You could have just checked her pulse. :D

 

ffabris,

Maybe if you get them under the crosshairs while they are still warm?

Guest ffabris
Posted

'then I necro'd her' - You could have just checked her pulse. :D

 

ffabris,

Maybe if you get them under the crosshairs while they are still warm?

LOL!! :D

  • 3 weeks later...
Posted

ffabris - I can't stop playing your mod. Its awesome. Please, forgive me if this was answered before but have to ask: is there a possibility to create json file that will remember all NPCs that were already added to brothel or to lovers list because, I have to pick the same NPCs every time I start a new game. Something like Maria Eden mod has.

Guest ffabris
Posted

ffabris - I can't stop playing your mod. Its awesome. Please, forgive me if this was answered before but have to ask: is there a possibility to create json file that will remember all NPCs that were already added to brothel or to lovers list because, I have to pick the same NPCs every time I start a new game. Something like Maria Eden mod has.

 

In theory, yes. But that introduces problems. For example, NPCs added by mods: if you change load order, those NPCs won't be found anymore; if you remove the mod, same thing. It would become a tad messy trying to handle cases like that.

 

Now having said all that, the argument could be made that I'm already doing this for relationship status and other settings ... those NPCs may also "vanish" from game to game. The code just ignores them if it happens.

 

But you also get the situation where an NPC is valid, but when loaded, it fails because you haven't yet "seen" the NPC, the game engine hasn't loaded it yet, and so attempting to restore relationship fails. The same thing would happen with harem NPCs of course. So you would end up with some being re-added automagically, some not. I guess that's why I drew the line at the harem.

Posted

ffabris - I thought that what you said might be a problem but still hoped that somehow there would be some solution to it.

You see, please forgive me for drawing comparison with ME mod, but in ME I pimped some NPCs as pimps for certain brothel or tavern. Later on, I deleted those NPCs from my game. All I had to do afterward was to go to DATA/SKSE/Plugins/StorageUtilData and delete related json files. So I thought it might be the same thing used here.

 

But, my friend, no problem. I appreciate all you did already in this lovely mod. :)

Posted

I've already edited the json file for the outfits... much easier to do out of game with a text editor and the CK open, so I can easily copy and paste the outfit ID from the CK, and the ESP name as many times as needed.

 

If we had an option to do something similar, let it be on our heads if we remove a mod and the missing NPCs cause issues.

 

The "have met them, game hasn't loaded them" sounds like a much more serious thing, and while I wouldn't want to make more work for you, would a "check if this NPC is in the JSON" when we dialog with them be an issue, instead of at mod load? In my mind, similar to how SLEN handles SOS gender toggling.

Guest ffabris
Posted

ffabris - I thought that what you said might be a problem but still hoped that somehow there would be some solution to it.

You see, please forgive me for drawing comparison with ME mod, but in ME I pimped some NPCs as pimps for certain brothel or tavern. Later on, I deleted those NPCs from my game. All I had to do afterward was to go to DATA/SKSE/Plugins/StorageUtilData and delete related json files. So I thought it might be the same thing used here.

 

But, my friend, no problem. I appreciate all you did already in this lovely mod. :)

 

Yes you could manually delete the entries, and that's easy to do. But from my perspective, I cannot assume that people will do so - or that they have deleted all relevant ones. In fact, the code would have to assume that there are likely to be invalid entries, otherwise there's a high risk of it crashing.

 

I've already edited the json file for the outfits... much easier to do out of game with a text editor and the CK open, so I can easily copy and paste the outfit ID from the CK, and the ESP name as many times as needed.

 

If we had an option to do something similar, let it be on our heads if we remove a mod and the missing NPCs cause issues.

 

The "have met them, game hasn't loaded them" sounds like a much more serious thing, and while I wouldn't want to make more work for you, would a "check if this NPC is in the JSON" when we dialog with them be an issue, instead of at mod load? In my mind, similar to how SLEN handles SOS gender toggling.

 

For other NPC-specific info that is saved, it has to be reloaded manually (MCM -> Settings -> Load NPC Data). That load function is where I would place harem info as well. And it is that function that will fail to load NPCs that the game engine hasn't yet loaded (or that have different IDs due to load order being changed).

 

That aside, there's another consideration: harem requires that the two markers be set before you can assign anyone to the harem (harem NPCs need this so they have somewhere to sandbox and sleep). Do I save those markers as well (100 of them)? If so, what if the locations vanish because the mod was removed? If I don't save the markers (or they have become invalid), what if the user loads NPC data (harem included) with no markers yet set?

 

Side note: I had considered saving the Places markers, and as I recall, there's a significant issue regarding putting them back via script. I forget the reason now, it has been a while since I looked into that. But let's assume for the moment that harem markers cannot be saved/restored.

 

None of this is insurmountable - it can all be done. But the resultant code would be far more complex than the outcome deserves, in my view.

Posted

So i have all the required mods installed already, but the MCM option is appearing for me, even after alot of ingame time.

Will the loose rar posted a few posts back solve the issue?

First time installer.

Guest ffabris
Posted

So i have all the required mods installed already, but the MCM option is appearing for me, even after alot of ingame time.

Will the loose rar posted a few posts back solve the issue?

First time installer.

 

Run your full load order through TES5Edit, see if reports any missing or out-of-order mods. The most recent version on the d/l page will work if you do not have SexLab and/or SLA installed.

Posted

So i have all the required mods installed already, but the MCM option is appearing for me, even after alot of ingame time.

Will the loose rar posted a few posts back solve the issue?

First time installer.

 

You do know that in the MCM it appears as 'Manipulator' and not 'The Manipulator'?

 

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