karlpaws Posted August 2, 2016 Posted August 2, 2016 OK, so, one side-effect of enabling all friend factions:you'll be attacked by vigilants. I'll see if adding that faction to be list will prevent that. I would check the faction reaction lists and see which factions they might hate the most. I would be willing to bet werewolves would be one. Even with the Workshop mod to make shifting into a werewolf friendly, some vigilants will still attack me. If that is the only culprit, may just be best to say "don't be a werewolf unless you are a werewolf" Adding Vigilants to the factions you can be added to, fixed the problem. Again, messy but it works. If I ever get super masochistic, I might be it the elegant way, like One With Nature does, but that's a crap-ton of work. So if messy-but-simple works reasonably well, it will stay that way. If there is urgent demand for the Vigilants fix, I can upload it. Otherwise I'll wait a bit and see if any other issues crop up. for anyone else, in the meantime, just don't be friendly to warlocks and necromancers... or one or the other. I'll leave it up to interested parties to try them both, but I approached a vigilant group, hid, unchecked those two, sheathed my weapon and stood up, and they were not aggro anymore.
Guest ffabris Posted August 2, 2016 Posted August 2, 2016 Yeah that works. I found a bug meantime, in the saving of harem members' outfits - which led me to notice that I had never saved outfits for non-harem NPCs, so added that in. All needs testing, but not tonight.
Grey Cloud Posted August 2, 2016 Posted August 2, 2016 ffabris, Thanks for the new version What is this 'student' and 'challenger' thiing? Something simple/obvious which I am missing? Naked courier? Been there, done that with force strip on my last run through. Highly recommended.
ButchDiavolo Posted August 2, 2016 Posted August 2, 2016 ffabris, Thanks for the new version What is this 'student' and 'challenger' thiing? Something simple/obvious which I am missing? Naked courier? Been there, done that with force strip on my last run through. Highly recommended. The student/ challenger thing is the random event where you get someone who challenges you to a duel. If you tick the box in Manipulator, they will not attack/ challenge you. Yeah that works. I found a bug meantime, in the saving of harem members' outfits - which led me to notice that I had never saved outfits for non-harem NPCs, so added that in. All needs testing, but not tonight. Speaking of outfits... I did a clean install of the new version, but all the former outfits were still present? Did some of the "old" json files not get deleted? Where are the json files stored? Also, how can you delete an outfit? I could never find an option for that?
srayesmanll Posted August 2, 2016 Posted August 2, 2016 ffabris, Thanks for the new version What is this 'student' and 'challenger' thiing? Something simple/obvious which I am missing? Naked courier? Been there, done that with force strip on my last run through. Highly recommended. "Challenger" is that idiot, douchebag Breton that pops up and challenges you to a magic duel when 1 (or more) of your magic skills reach a certain level (search here for more info: http://www.uesp.net/wiki/Skyrim:Skyrim ). He gets whiny if you fight back with non-magic. Student is a different type of encounter, non-combat. You know, in all of the years I've played this damn game, I don't think I have EVER encountered the Student...
ButchDiavolo Posted August 2, 2016 Posted August 2, 2016 OK, so, one side-effect of enabling all friend factions:you'll be attacked by vigilants. I'll see if adding that faction to be list will prevent that. I would check the faction reaction lists and see which factions they might hate the most. I would be willing to bet werewolves would be one. Even with the Workshop mod to make shifting into a werewolf friendly, some vigilants will still attack me. If that is the only culprit, may just be best to say "don't be a werewolf unless you are a werewolf" Adding Vigilants to the factions you can be added to, fixed the problem. Again, messy but it works. If I ever get super masochistic, I might be it the elegant way, like One With Nature does, but that's a crap-ton of work. So if messy-but-simple works reasonably well, it will stay that way. If there is urgent demand for the Vigilants fix, I can upload it. Otherwise I'll wait a bit and see if any other issues crop up. for anyone else, in the meantime, just don't be friendly to warlocks and necromancers... or one or the other. I'll leave it up to interested parties to try them both, but I approached a vigilant group, hid, unchecked those two, sheathed my weapon and stood up, and they were not aggro anymore. Hmm, I usually play a relatively peaceful Skyrim, meaning I add my player to almost all the enemy factions (creatures, bandits etc.) that are not quest breaking. And I have never had any problems with/ seen vigilants? In fact, the only vigilant I have ever seen in all my playthroughs is the dude staning outside the Abandoned House in Markarth. I guess I have just been lucky?
Grey Cloud Posted August 2, 2016 Posted August 2, 2016 Thanks folks. Only 'duels' I have encountered are brawls and the old Orc guy waiting for death. I'll keep my eyes peeled.
karlpaws Posted August 2, 2016 Posted August 2, 2016 "Challenger" is that idiot, douchebag Breton that pops up and challenges you to a magic duel when 1 (or more) of your magic skills reach a certain level (search here for more info: http://www.uesp.net/wiki/Skyrim:Skyrim ). He gets whiny if you fight back with non-magic. Student is a different type of encounter, non-combat. You know, in all of the years I've played this damn game, I don't think I have EVER encountered the Student... I've had him pop up a few times, but it is good that you don't see him. Sometimes the AI (at least in my game) is a little off and he doesn't stand where he should while I cast my ward spell and he'll step back and forward for a minute or three trying to get into position before casting flames. for anyone else, in the meantime, just don't be friendly to warlocks and necromancers... or one or the other. I'll leave it up to interested parties to try them both, but I approached a vigilant group, hid, unchecked those two, sheathed my weapon and stood up, and they were not aggro anymore. Hmm, I usually play a relatively peaceful Skyrim, meaning I add my player to almost all the enemy factions (creatures, bandits etc.) that are not quest breaking. And I have never had any problems with/ seen vigilants? In fact, the only vigilant I have ever seen in all my playthroughs is the dude staning outside the Abandoned House in Markarth. I guess I have just been lucky? Well I haven't headed to the Hall of the Vigilant but was at Stendar's Beacon because I had started down by the "gate" into southern Morrowind. I do have wandering vigilants all over the place in my game, but that might be increased from one of the random spawn mods I have. The vigil does not like certain other groups though and if wandering patrols encounter each other, they will attack. Also means that random groups can be spawned and since they hate each other they will attack on sight. Might be that one mod or another changes the group reactions for me differently than what you have, or you've added yourself to different factions than the ones that hate each other. If you like having more groups around, check out Extra Encounters on the nexus. http://www.nexusmods.com/skyrim/mods/58613/? Thanks folks. Only 'duels' I have encountered are brawls and the old Orc guy waiting for death. I'll keep my eyes peeled. The challenger and student encounters I think have similar rules to the courier... cell change (entering a city, fast travel to a sizable town or village) as I do not encounter them out in the fields. Makes the Challenger a bit of a trick, as you would rather not hit civilians in towns full of guards.
karlpaws Posted August 2, 2016 Posted August 2, 2016 So... I see where I can choose outfits but not create them, and the new json doesn't look like it has a section for it. I still have my old json with all the outfit information.
Guest ffabris Posted August 2, 2016 Posted August 2, 2016 Speaking of outfits... I did a clean install of the new version, but all the former outfits were still present? Did some of the "old" json files not get deleted? Where are the json files stored? Also, how can you delete an outfit? I could never find an option for that? When I decided to change the save file format, I knew that there would be some who would be annoyed at the loss of their saved info from earlier versions. Therefore (from the change log): Note: If updating from an older version, when you install this mod, it will automatically upgrade your config file to the new format. The new file is saved in a different location. So once the update is complete, you can delete the folder: ...Data/SKSE/Plugins/StorageUtilData/Manipulator/ - the new location is: ...Data/SKSE/Plugins/Manipulator/ In other words, your saved outfits from 3.x are carried over, along with all other info you saved. As for deleting outfits, only manually by removing them from the json. And I have never had any problems with/ seen vigilants? In fact, the only vigilant I have ever seen in all my playthroughs is the dude staning outside the Abandoned House in Markarth. I guess I have just been lucky? That's the one that attacked me when I was testing last night, and that led me to add the Vigilants faction to the list. The challenger and student encounters I think have similar rules to the courier... cell change (entering a city, fast travel to a sizable town or village) as I do not encounter them out in the fields. Makes the Challenger a bit of a trick, as you would rather not hit civilians in towns full of guards. They both appear on location change events, and after you've reached a certain level, and have certain spells and/or abilities. I'd have to check in CK for specifics. So... I see where I can choose outfits but not create them, and the new json doesn't look like it has a section for it. I still have my old json with all the outfit information. Outfits are created in the same place as before: Settings panel.
Guest ffabris Posted August 2, 2016 Posted August 2, 2016 Ok, so I figured the "old" json files part out. It may (or may not) affect other ModOrganizer users as well, so I am posting it here: The Json file is stored as an SKSE "plugin", so it will appear in the "overwrite" folder. If you setup (and use) MO according to the "book", you will/ should have created a so-called fake-mod for all the SKSE-output files (i.e. for Sexlab, SOS etc). The json file is/should also (be) stored in that SKSE output mod. So, when doing a clean update of Manipulator, you will also have to open the SKSE Output mod and delete the "manipulator.json" file. If you don't, you will be stuck with old settings, which may (or not) cause problems. Better clean than sorry, right? If you delete the old json before running the updated Manipulator, it won't import/convert your old data. If you're happy with losing all the info, that's fine. Turns out that, even after deleting the "old" manipulator.json from the SKSE output mod, the outfits still persist in the new one... which is kind of impressive, because... where would it get that information from?! I don't know how MO works, I don't use it. But note: The new file is saved in a different location. So once the update is complete, you can delete the folder: ...Data/SKSE/Plugins/StorageUtilData/Manipulator/ - the new location is: ...Data/SKSE/Plugins/Manipulator/ Anyway, if you don't want to wait until ffabris adresses this buglet, you can manually delete the outfit information. a json file is basically a glorified text file, so any text program (use notepad++!!!) can edit it. Clear the "IDs" and "Mods" list, so you just have "", on each line. For the "Names" list, copy the "~Empty~", in place of each name. The comma at the end is important. And do NOT delete the lines, adjust them! Then save and the info is gone. I don't see a bug, frankly. Just more MO headaches.
karlpaws Posted August 2, 2016 Posted August 2, 2016 So... I see where I can choose outfits but not create them, and the new json doesn't look like it has a section for it. I still have my old json with all the outfit information. Outfits are created in the same place as before: Settings panel. Well, I have a drop down box by "Select Outfit" but it is empty. I have a save changes button but cannot load the specified outfit. I had a number of them defined, but when I opened your new json, it had no entries, not even blank/~empty~ lines, like it skipped that whole section when making the new layout.
Guest ffabris Posted August 2, 2016 Posted August 2, 2016 Select an empty slot in the "Pick Outfit" dropdown Click Outfit name; type in a name Click Mod name; type in a mod name (including extension) Click Form ID in Hex; type in the ID Click Save changes What's odd is that the old data didn't get copied over when you updated. Or did you delete the old file when you updated? Or did MO delete it?
ButchDiavolo Posted August 2, 2016 Posted August 2, 2016 Turns out that, even after deleting the "old" manipulator.json from the SKSE output mod, the outfits still persist in the new one... which is kind of impressive, because... where would it get that information from?! I don't know how MO works, I don't use it. But note: The new file is saved in a different location. So once the update is complete, you can delete the folder: ...Data/SKSE/Plugins/StorageUtilData/Manipulator/ - the new location is: ...Data/SKSE/Plugins/Manipulator/ Ah! Ok, that explains why my outfits were still present! I assumed that it was in the new location (not in the storageutildata one), based on the new json file... I was wondering were it got the information from and now I know. Personally I was glad to lose all the information, because of the outfits that I no longer wanted. I will delete my earlier post, because it may confuse people. Other than that, the new version seems to work perfectly. Although I keep getting stack dumps now, but I highly doubt it comes from Manipulator. I updated quite a few mods today (smim, holds, USLEEP) so I am sure one of those causes it. - Moo!
Guest ffabris Posted August 2, 2016 Posted August 2, 2016 Maybe... you can search papyrus for "manipulator" and see if anything shows up in relation to errors.
ButchDiavolo Posted August 2, 2016 Posted August 2, 2016 Maybe... you can search papyrus for "manipulator" and see if anything shows up in relation to errors. I just checked actually. It is all USLEEP... yay? So rest assured, it isn't Manipulator.
karlpaws Posted August 2, 2016 Posted August 2, 2016 Select an empty slot in the "Pick Outfit" dropdown Click Outfit name; type in a name Click Mod name; type in a mod name (including extension) Click Form ID in Hex; type in the ID Click Save changes What's odd is that the old data didn't get copied over when you updated. Or did you delete the old file when you updated? Or did MO delete it? No empty slot to select, which is the problem. I still have the old file and it imported the couple saved npcs I had. I will try to move the old one and delete the new one, let it generate a clean one and see what happens.
Guest ffabris Posted August 2, 2016 Posted August 2, 2016 No empty slot to select, which is the problem. I still have the old file and it imported the couple saved npcs I had. I will try to move the old one and delete the new one, let it generate a clean one and see what happens. Odd. If you like, attach your old-style json and I'll try the update myself, where I can also debug any problems with it.
Guest ffabris Posted August 2, 2016 Posted August 2, 2016 4.1 is up ... New: Added Vigilants of Stendarr as a "Friend faction"; useful to prevent them attacking you if you set yourself to one of the factions they don't like. Fix: Changed outfits for harem members were not saving correctly to the config file. New: Outfit changes for (non-harem) NPCs are now saved as well - and applied on NPC data reload. New: No Naked Comments, Settings panel. Same end result as offered by http://www.nexusmods.com/skyrim/mods/13050 but implemented differently. New: No stupid dog comments. Same functionality as offered by http://www.nexusmods.com/skyrim/mods/21225/ Fix: Handle game calling OnInit() multiple times by moving code into an update handler.
Guest Posted August 3, 2016 Posted August 3, 2016 ffabris: New: No stupid dog comments. I like "Stupid dog" comment. It always makes me giggles. Will not enable this in MCM menu And, of course, thanks for the update.
karlpaws Posted August 3, 2016 Posted August 3, 2016 No empty slot to select, which is the problem. I still have the old file and it imported the couple saved npcs I had. I will try to move the old one and delete the new one, let it generate a clean one and see what happens. Odd. If you like, attach your old-style json and I'll try the update myself, where I can also debug any problems with it. Here's my old json, and the one I get if I remove the folders for new and old and start a brand new game. Still no empty slots for outfits, otherwise I'd just put in my entries like I did with these. _new_clean_Manipulator.json _original_Manipulator.json
Guest ffabris Posted August 3, 2016 Posted August 3, 2016 Here's my old json, and the one I get if I remove the folders for new and old and start a brand new game. Still no empty slots for outfits, otherwise I'd just put in my entries like I did with these. OK thanks. I'll poke at it tomorrow. What really surprises me is that you have the same issue if you remove the old json file. Does anyone else have this problem? Added: OK, did a quick test: I used your original json in my game and let it process. I am attaching the converted file. Looks fine to me. So.... uhm, I have NFC clue what's up with that. :-| Oh, some NPCs are missing; I don't have the mods so they refused to load and the converter won't import them. But that's not the issue here. Manipulator.json
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