ButchDiavolo Posted August 30, 2016 Posted August 30, 2016 Mr. ffabris... sir, Thanks for the update of course. But... I think I have found a buggish type thingie. I decided to use some of your hacks this playthrough, because I couldn't be bothered this time around to get all the alchemy effects and enchantments. I also picked the Shout hack, so 3 in all. Now, while the Alchemy and the Shout hacks do as they promise, the enchantments doesn't. It is ticked in the hacks menu, but the enchantments don't show up when I want to actually enchant something. When I first selected that particular hack, it DID show the complete list of enchantments. But after a save and bout of Real Life (HORRIBLE graphics! Someone should make a texture patch for RL, seriously), when I loaded the game back up, all the enchantments were gone. The box is still ticked in the Hacks menu though. I did some further snooping and enchantments learned in the normal (slow, vanilla) way, do get stored. I also checked the Manipulator.json file, but I saw the hacks don't get saved there. Maybe I screwed up my Skyrim install again (as per usual *sigh*) or maybe it is a genuine bug? P.S. I am going to install the new version and see if that will shake the enchantments loose. EDIT: It didn't.
Guest ffabris Posted August 30, 2016 Posted August 30, 2016 OK, this brought back a memory from when I used a hack mod: it had the same issue. "hacked" enchants don't persist in a save. So I'll have to leave that hack enabled.
Guest ffabris Posted August 30, 2016 Posted August 30, 2016 5.6 is up ... Fix: Now leaving the Enchants hack enabled, since "hacked" enchants don't persist to a game save. :-|
INFERTakuya Posted August 30, 2016 Posted August 30, 2016 Can we have that as an optional add-on for the mod instead of being part of the mod itself? As in, separating the enchant hack into a separate file entirely. Because some of us might want to gather the enchantments ourselves. :x
Guest ffabris Posted August 30, 2016 Posted August 30, 2016 Can we have that as an optional add-on for the mod instead of being part of the mod itself? As in, separating the enchant hack into a separate file entirely. Because some of us might want to gather the enchantments ourselves. :x Why? Simply don't use it. It does nothing if you don't toggle it on. Added: Clarification: When I wrote that I leave the option enabled, I mean that till now, once you used the option, if would grey out and stay disabled. Given that the specific hack doesn't persist, I now allow it to be used multiple times. But again, you actually have to use it for it to do anything.
INFERTakuya Posted August 30, 2016 Posted August 30, 2016 Can we have that as an optional add-on for the mod instead of being part of the mod itself? As in, separating the enchant hack into a separate file entirely. Because some of us might want to gather the enchantments ourselves. :x Why? Simply don't use it. It does nothing if you don't toggle it on. Added: Clarification: When I wrote that I leave the option enabled, I mean that till now, once you used the option, if would grey out and stay disabled. Given that the specific hack doesn't persist, I now allow it to be used multiple times. But again, you actually have to use it for it to do anything. Oh, I thought you meant that to get around the toggle not working properly you were going to make it always active. :x
rhyme Posted August 30, 2016 Posted August 30, 2016 May of already been answered, but I am stuck on friendly with bandits. Named NPC's started fighting me and toggled bandits to friendly to see if those npc's would still attack. but now i cant untoggle or restore to default. I tested this out on 3 other factions, all three are stuck as well. Reloads show the box unchecked upon reboot, but factions still treat me as friendly. I am restoring saves from before i toggled, not sure if that matters.
Pfiffy Posted August 30, 2016 Posted August 30, 2016 One Question: How about the Thalmor faction? Is it already covered with the Mod?
rhyme Posted August 30, 2016 Posted August 30, 2016 May of already been answered, but I am stuck on friendly with bandits. Named NPC's started fighting me and toggled bandits to friendly to see if those npc's would still attack. but now i cant untoggle or restore to default. I tested this out on 3 other factions, all three are stuck as well. Reloads show the box unchecked upon reboot, but factions still treat me as friendly. I am restoring saves from before i toggled, not sure if that matters. Reloading Friend Faction data was the fix, should of been obvious. My bad Requests! I have a follower that uses custom armor slots, strip only removes some of her gear. Any way of adding a more inclusive strip function. I have 0 concept of how difficult modifying the code is to be worked with custom armor mods, but figured i'd request. Second request, I use UFO, (ultimate follower overhaul) one thing they include in it is the ability to mark the default gear an npc wears as dynamic instead of static. (i.e follower has default clothes, cant be seen during pickpocke) once enabled you can take and trade gear to that npc. is this something that can be utilized by your mod? Also, hot keys for RM and Strip seem to reset back to esc upon reload, am i doing something wrong? it takes like 2 seconds to re-set, so i dont consider this a problem
Guest ffabris Posted August 30, 2016 Posted August 30, 2016 One Question: How about the Thalmor faction? Is it already covered with the Mod? Thalmor aren't hostile when you run into them, only in certain quests. So I don't see the need for it, really. I have a follower that uses custom armor slots, strip only removes some of her gear. Any way of adding a more inclusive strip function. I have 0 concept of how difficult modifying the code is to be worked with custom armor mods, but figured i'd request. Ha! Knowing what slots to strip is an issue, since so many mods use non-standard ones - and use them in different ways. So for example, it is possible that one mod might use slot X for a piece of armor, while another mod will use the same slot for piercings, which you wouldn't want to remove. Given that, I think I'll stick to standard only. Second request, I use UFO, (ultimate follower overhaul) one thing they include in it is the ability to mark the default gear an npc wears as dynamic instead of static. (i.e follower has default clothes, cant be seen during pickpocke) once enabled you can take and trade gear to that npc. is this something that can be utilized by your mod? Essentially what "dynamic" means, is that it strips the outfit and instead dumps the components into the NPC's inventory. Are you asking if I would implement that? If so, the answer is "probably not", since that would make my outfit system way more complicated that it is. Also, hot keys for RM and Strip seem to reset back to esc upon reload, am i doing something wrong? it takes like 2 seconds to re-set, so i dont consider this a problem I'll have to check the code later. Meantime, could you please have a look at the JSON and see if the values are saved there?
Guest Posted August 30, 2016 Posted August 30, 2016 ffabris - man, "manipulator" mod is one of the best mods that recently came out. Thanks to your mod I removed 3-4 other mods from my game.The more I play the game, The more I'm thrilled. Thank you very much.
Guest ffabris Posted August 30, 2016 Posted August 30, 2016 Also, hot keys for RM and Strip seem to reset back to esc upon reload, am i doing something wrong? it takes like 2 seconds to re-set, so i dont consider this a problem I just ran a test, and cannot reproduce this. I wiped the JSON, which effectively wipes the saved hotkeys, then started a game, defined strip as '=', saved, checked that the JSON was created and had the keycode. Reloaded that save, and the key was set and worked.
rhyme Posted August 30, 2016 Posted August 30, 2016 Also, hot keys for RM and Strip seem to reset back to esc upon reload, am i doing something wrong? it takes like 2 seconds to re-set, so i dont consider this a problem I'll have to check the code later. Meantime, could you please have a look at the JSON and see if the values are saved there? int Property pStripHotKey Hidden Function Set(int newval) JsonUtil.SetPathIntValue(ConfigFile, strStripHotKey, newval) JsonUtil.Save(ConfigFile) EndFunction int Function Get() return JsonUtil.GetPathIntValue(ConfigFile, strStripHotKey, 1) EndFunction EndProperty String strStripHotKey = ".HotKeys.StripHotKey" found in ManipulatorUtils.psc (should i be looking in config.json file? if so where do i find that) Is there somewhere else i should be looking to see if it saves? The only thing of yours inside the \skse\plugins\ folder is your StorageUtil.dll. this was after setting, saving and closing game, if that matters.
Guest ffabris Posted August 30, 2016 Posted August 30, 2016 Is there somewhere else i should be looking to see if it saves? The only thing of yours inside the \skse\plugins\ folder is your StorageUtil.dll. this was after setting, saving and closing game, if that matters. StorageUtil isn't mine, it is part of PapyrusUtil / SexLab. This mod's JSON should be in .../Data/SKSE/Plugins/Manupulator/Manipulator.json It will be created (or should be) the first time you make any changes to settings in MCM (some things don't save, like hacks). Setting or changing a hotkey should result in the file being created right away, for example. That's what I tested earlier, and the the was there as soon as I shut the MCM (no game save required). Others reported issues with outfits not saving. I'm starting to suspect some issue with writing files to the folder. So maybe something like system permissions (ie, running as user rather than admin... or vice versa). I'm wondering whether making a blank json file would fix the issue.
Grey Cloud Posted August 30, 2016 Posted August 30, 2016 'Oh what tangled webs we weave, when past version 5 we do first proceed'.
rhyme Posted August 31, 2016 Posted August 31, 2016 Is there somewhere else i should be looking to see if it saves? The only thing of yours inside the \skse\plugins\ folder is your StorageUtil.dll. this was after setting, saving and closing game, if that matters. StorageUtil isn't mine, it is part of PapyrusUtil / SexLab. This mod's JSON should be in .../Data/SKSE/Plugins/Manupulator/Manipulator.json It will be created (or should be) the first time you make any changes to settings in MCM (some things don't save, like hacks). Setting or changing a hotkey should result in the file being created right away, for example. That's what I tested earlier, and the the was there as soon as I shut the MCM (no game save required). Others reported issues with outfits not saving. I'm starting to suspect some issue with writing files to the folder. So maybe something like system permissions (ie, running as user rather than admin... or vice versa). I'm wondering whether making a blank json file would fix the issue. No luck in creating the folder & file /Data/SKSE/Plugins//Manipulator/Manipulator.json file stays at 0kb and empty I will try admin things and such. I am launching through NMM if that makes a difference. *edited* tried steam boot, skse boot, and doing those as admin with no avail. I believe this is the same issue as the outfits. On the upside, RM never had any issues with changes after reboot. **edited edit** I do have win 10 and steam installed in program files, which may a problem supposedly?
Guest ffabris Posted August 31, 2016 Posted August 31, 2016 So I've heard. I actually have no idea on this kind of thing as I'm a linux user. A whole 'nuther world of issues.
karlpaws Posted August 31, 2016 Posted August 31, 2016 Is there somewhere else i should be looking to see if it saves? The only thing of yours inside the \skse\plugins\ folder is your StorageUtil.dll. this was after setting, saving and closing game, if that matters. StorageUtil isn't mine, it is part of PapyrusUtil / SexLab. This mod's JSON should be in .../Data/SKSE/Plugins/Manupulator/Manipulator.json It will be created (or should be) the first time you make any changes to settings in MCM (some things don't save, like hacks). Setting or changing a hotkey should result in the file being created right away, for example. That's what I tested earlier, and the the was there as soon as I shut the MCM (no game save required). Others reported issues with outfits not saving. I'm starting to suspect some issue with writing files to the folder. So maybe something like system permissions (ie, running as user rather than admin... or vice versa). I'm wondering whether making a blank json file would fix the issue. No luck in creating the folder & file /Data/SKSE/Plugins//Manipulator/Manipulator.json file stays at 0kb and empty I will try admin things and such. I am launching through NMM if that makes a difference. *edited* tried steam boot, skse boot, and doing those as admin with no avail. I believe this is the same issue as the outfits. On the upside, RM never had any issues with changes after reboot. **edited edit** I do have win 10 and steam installed in program files, which may a problem supposedly? Quite possibly the case. I have MO installed right on the desktop, though Steam and most other games are installed in Win7 public user folder. You should be able to just move your Skyrim folder, leave steam where it is, and change the game folder in Steam to where you moved it.
Grey Cloud Posted August 31, 2016 Posted August 31, 2016 Is there somewhere else i should be looking to see if it saves? The only thing of yours inside the \skse\plugins\ folder is your StorageUtil.dll. this was after setting, saving and closing game, if that matters. StorageUtil isn't mine, it is part of PapyrusUtil / SexLab. This mod's JSON should be in .../Data/SKSE/Plugins/Manupulator/Manipulator.json It will be created (or should be) the first time you make any changes to settings in MCM (some things don't save, like hacks). Setting or changing a hotkey should result in the file being created right away, for example. That's what I tested earlier, and the the was there as soon as I shut the MCM (no game save required). Others reported issues with outfits not saving. I'm starting to suspect some issue with writing files to the folder. So maybe something like system permissions (ie, running as user rather than admin... or vice versa). I'm wondering whether making a blank json file would fix the issue. No luck in creating the folder & file /Data/SKSE/Plugins//Manipulator/Manipulator.json file stays at 0kb and empty I will try admin things and such. I am launching through NMM if that makes a difference. *edited* tried steam boot, skse boot, and doing those as admin with no avail. I believe this is the same issue as the outfits. On the upside, RM never had any issues with changes after reboot. **edited edit** I do have win 10 and steam installed in program files, which may a problem supposedly? I can't see this being a Windows permissions issue. If it was then other mods (i.e. any mod) would not be able to write files into the Data folder (at least not without Windows constantly asking for your permission to do so). If other mods have written to the Plugins folder, without you granting them specific permission, then you can eliminate permissions as a cause* *Assuming: a) you have a bog-standard Windows install, you download and install Manipulator in the same way you do with all other mods and c) W10 does things the same as W7.
Pfiffy Posted August 31, 2016 Posted August 31, 2016 I'M asking aout the Thalmor because I use TDF in combination with the Manipulator and Deadly Drain... Right now My Dolls are earning a lot of money by cleaning up the Dungeons for me... They also breed out a loooooot of Soulgems in their free time...So here comes the task. Going into the Thalmor Embassy of go to free that Greymane Guy from that Thalmor castle in the same way....
cecik Posted August 31, 2016 Posted August 31, 2016 One Question: How about the Thalmor faction? Is it already covered with the Mod? Thalmor aren't hostile when you run into them, only in certain quests. So I don't see the need for it, really. You're right about this, but ..... yes, there is always a butt (typo intended) As far as i experienced leaving them vanilla blocks them for any type of dialogue. Making them friendly toeards the player allows you to engage in dialogue with them thru mods like SLEN or Sextalk.
Pfiffy Posted August 31, 2016 Posted August 31, 2016 One Question: How about the Thalmor faction? Is it already covered with the Mod? Thalmor aren't hostile when you run into them, only in certain quests. So I don't see the need for it, really. You're right about this, but ..... yes, there is always a butt (typo intended) As far as i experienced leaving them vanilla blocks them for any type of dialogue. Making them friendly toeards the player allows you to engage in dialogue with them thru mods like SLEN or Sextalk. And thats where it comes... If you can talk to them you can make them use you compabnion and that makes your companion drain them and you get ridd of them...
Guest ffabris Posted August 31, 2016 Posted August 31, 2016 It costs me little to add Thalmor, but I'd like to see what that would potentially break - aside from the quests they're involved in. Meaning, will that make some other faction suddenly hostile? If so, I'll have to add that as well (as I did with the Vigilants).
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